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...

106 Commits
v1.01 ... v1.07

Author SHA1 Message Date
2abde36a5e Actualizadas las etiquetas a la versión 1.07 2022-12-02 19:16:00 +01:00
0a083af712 El nombre de la habitación se pinta a partir de una textura 2022-12-02 09:35:49 +01:00
f322b1b81b Eliminada una variable static que no se utilizaba 2022-12-01 22:36:41 +01:00
13fe98edb3 Arreglado un poco el metodo de apertura de la Jail 2022-12-01 22:27:23 +01:00
c90b49c8be Añadido Batman a FEEL THE HEAT 2022-12-01 22:14:51 +01:00
d3a5c0e54f Cambiado el tamaño de la textura usado para pintar el mapa 2022-12-01 22:07:03 +01:00
254ff50ef3 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-12-01 22:05:05 +01:00
e551206351 Actualizado el cielo de la Jail 2022-12-01 22:04:47 +01:00
b22e830dac Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-12-01 21:05:37 +01:00
a81d42cb25 Corregido bug: en la jail se rellenaban las vidas mientras estaba activa la pausa 2022-12-01 21:05:34 +01:00
3ea0025fb4 Retocada la pantalla de titulo 2022-12-01 21:03:12 +01:00
d7c49a0578 Modificado el sprite de PACO 2022-12-01 20:15:34 +01:00
4cbe55c2d4 Actualizado jail_audio a la última versión 2022-12-01 19:51:53 +01:00
564f316586 Cambiado el nombre del enemigo diskette a floppy 2022-12-01 19:32:59 +01:00
522ab8e726 Cambios cosméticos en algunas habitaciones. Cambiado el nombre de STATIC a BE CAREFUL WITH THE FUSE 2022-12-01 19:31:35 +01:00
4911282777 El color de fondo de la habitación se pinta en la textura del mapa 2022-12-01 11:40:35 +01:00
06ecabc676 Corregido un "memory leak" en texture.cpp 2022-12-01 10:43:58 +01:00
5d89a3057e Optimizado un poco el title.cpp 2022-11-30 13:43:47 +01:00
75228cc451 Eliminado el resto de accesos a vector mediante at() 2022-11-30 12:09:45 +01:00
357eec20b1 Eliminados la mayor parte de accesos a vector mediante at() 2022-11-30 12:03:37 +01:00
62c1e2715e Preparando el juego para ser compatble con consolas 2022-11-30 11:06:27 +01:00
34fc2b6b06 Optimizada la intro 2022-11-30 10:10:10 +01:00
6557dea2bb Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-30 08:27:11 +01:00
2caea7ba6e Optimizando la intro 2022-11-30 08:26:16 +01:00
d33d2e4a09 Cambiado el nombre de algunos enemigos 2022-11-29 21:26:28 +01:00
d9174dcdb9 Cambiado el nombre de algunos enemigos 2022-11-29 21:08:33 +01:00
22f7204e08 Añadidas mas dll para el release de windows 2022-11-29 19:41:14 +01:00
06fab0d457 Actualizado Makefile 2022-11-29 19:16:14 +01:00
f180f88068 Corregido error en el texto de las teclas nuevas para moverse 2022-11-29 19:12:04 +01:00
4109d6c938 Actualizado Readme.md. Cambiado LICENSE a LICENSE.txt 2022-11-29 19:11:02 +01:00
9c2264ca75 Actualizado Makefile 2022-11-29 19:07:59 +01:00
c59739c7ba Cambiado el tamaño del borde de porcentaje a valor absoluto en pixeles 2022-11-29 18:45:25 +01:00
4a430c0d5b Actualizadas las instrucciones con el método de control escogido 2022-11-29 18:22:40 +01:00
5a7f637f4b Cambiada la tecla de pausa a la tecla H (HOLD) 2022-11-29 18:07:31 +01:00
c63298b555 Posibilidad de escoger diferentes configuraciónes prefijadas de teclas de control desde el fichero de configuración 2022-11-29 18:05:38 +01:00
82aa91bead Corregida la funcion para verificar si existen los ficheros de recursos 2022-11-29 17:29:18 +01:00
f4129e109a Actualizado Makefile 2022-11-29 17:25:08 +01:00
5e8714697d Añadido un tile para poder bajar en la fase ULA HOP! 2022-11-29 17:23:12 +01:00
dd4355051f Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-28 09:01:22 +01:00
160b212a43 Actualizado info.plist 2022-11-28 09:01:21 +01:00
69d3b076d7 Modificadas algunas fases para prevenir glitches 2022-11-28 07:53:07 +01:00
3817a01712 Guardado de las opciones de las notificaciones 2022-11-24 12:55:34 +01:00
ba19dcb904 Actualizar 'README.md' 2022-11-23 22:37:02 +01:00
b035b92ff4 Retocada ROAD TO THE JAIL 2022-11-23 22:32:57 +01:00
8c425f5698 Fix: De enter_id iba siempre a intro 2022-11-23 22:22:32 +01:00
d382bb6403 Optimizado el calculo del tamaño de las notificaciones 2022-11-23 20:53:01 +01:00
da64a5e082 Oculta el ratón en el modo a pantalla completa 2022-11-23 20:38:21 +01:00
7070dac482 Arreglado tamaño de las notificaciones en pantalla completa 2022-11-23 20:33:54 +01:00
ea5360ea74 Trabajando en las notificaciones 2022-11-23 20:14:53 +01:00
3aa4440390 Trabajando en las notificaciones 2022-11-23 20:05:07 +01:00
ce105e252e Trabajando en el tamaño de las notificaciones 2022-11-23 19:52:10 +01:00
1aac5b7719 Trabajando en las notificaciones 2022-11-23 18:20:29 +01:00
a8b467290f Completado el ciclo para pedir el ID online. Añadido sonido a las notificaciones. Agregado control de versión del fichero de configuración 2022-11-23 16:59:40 +01:00
706ad6f9c0 Trabajando en el escalado de las notificaciones 2022-11-23 14:11:47 +01:00
54d428ed96 Ya permite establecer el online ID desde el propio juego 2022-11-23 13:29:35 +01:00
c71adfbac4 Trabajando en la sección EnterID 2022-11-23 09:54:08 +01:00
c955543d31 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-22 16:44:27 +01:00
fae8e2d82c Actualizado Makefile 2022-11-22 16:44:23 +01:00
ff7b825cbb Actualizar 'README.md' 2022-11-22 16:39:39 +01:00
09ed0105e9 Cambiada la ubicación del fichero config.txt a la carpeta de sistema 2022-11-22 16:26:58 +01:00
07ae93fd3a Actualizado Makefile 2022-11-22 14:11:17 +01:00
72fb30b927 Actualizado Makefile 2022-11-22 13:59:41 +01:00
8d37f31a08 Cambiada una frase de castellano a ingles en el fichero de estadisticas 2022-11-22 13:35:15 +01:00
e6fb412c4d Fix: La pantalla de Game Over no mostraba Tu peor pesadilla 2022-11-22 13:34:33 +01:00
10c29eb547 Actualizado Makefile 2022-11-22 13:20:13 +01:00
1f9e36dc93 Actualizado info.plist 2022-11-22 13:07:12 +01:00
c114884de1 FIx: El logo se formaba mal despues de haber toqueteado cosas de la clase Sprite 2022-11-22 13:05:34 +01:00
d6a366555d Actualizado Makefile 2022-11-22 12:53:56 +01:00
fd0d8a05fe Actualizado Makefile 2022-11-22 12:45:47 +01:00
79d610a7d9 Actualizado Makefile 2022-11-22 12:42:25 +01:00
9060e1c92a Añadida carpeta de sistema para el modo debug 2022-11-22 12:38:09 +01:00
0d586c0827 Ya funcionan las estadísticas online 2022-11-22 10:42:30 +01:00
fd0bebf533 Trabajando en las estadisticas online 2022-11-18 20:06:07 +01:00
2665b93b70 Añadida Tu peor pesadilla a la pantalla de Game Over 2022-11-18 16:07:33 +01:00
c35be7d21c Empezado a escribir datos de estadisticas en el servidor 2022-11-19 12:07:36 +01:00
bc84968b23 Ya funcionan las notificaciones 2022-11-19 10:28:15 +01:00
1b49097f80 Cambiado el tamaño por defecto del borde 2022-11-19 09:27:55 +01:00
859e3f3b44 Actualizado Makefile 2022-11-19 09:27:24 +01:00
3fa7657c79 Cuendo el jugador entra a la Jail, recupera todas sus vidas 2022-11-19 09:22:10 +01:00
e90c61a416 FIx: El jugador no se moria al caer de alto si se mantenia la tecla de slto pulsada 2022-11-19 09:02:35 +01:00
d003b51de4 Reparada la clase Screen 2022-11-19 07:49:01 +01:00
8d381010c8 Trabajando en la clase Screen 2022-11-19 07:37:03 +01:00
2216c9632e Trabajando en las notificaciones 2022-11-18 23:15:38 +01:00
fdc8797d2b Arreglada la clase Screen. Había un lio de conceptos con varias variables 2022-11-18 20:09:03 +01:00
90bdad7d51 Modificado Makefile 2022-11-18 10:43:54 +01:00
d50b193d9f Cambiado el fichero de estadisticas a stats.csv 2022-11-18 10:43:01 +01:00
ee885d5ca7 Ya crea correctamente la carpeta de sistema en las tres plataformas 2022-11-18 10:40:51 +01:00
bb3a0f263b Ya crea la carpeta de sistema en MacOS y Windows 2022-11-18 10:35:15 +01:00
85d6c48f42 Ya crea la carpeta de sistema en Linux 2022-11-18 09:48:46 +01:00
896dd9daef Trabajando en el guardado de las estadisticas en las carpetas del sistema 2022-11-18 07:32:15 +01:00
dc8c0c9e4f Fix: Algunas texturas desaparecen al bloquearse la pantalla 2022-11-17 17:54:05 +01:00
7af0dda1a0 En la pantalla de Game Over se muestran las habitaciones y los items conseguidos 2022-11-17 16:33:37 +01:00
0adf8c63f4 Las habitaciones solo cuentan como visitadas una vez por partida 2022-11-17 16:06:31 +01:00
d33f691743 Fix: Algunas texturas desaparecen al bloquearse la pantalla 2022-11-17 16:04:03 +01:00
a304f50e93 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-17 11:53:07 +01:00
496bf5c05c Actualizado Makefile 2022-11-17 11:53:00 +01:00
26a6bd6b1f Cambiada la posición y dirección inicial del tuno magenta en KILLING SPREE 2022-11-17 11:31:54 +01:00
c48dce8634 Actualizado Makefile 2022-11-17 09:36:12 +01:00
a0de547370 Eliminado un warning de variable no utilizada 2022-11-17 09:34:06 +01:00
5af554fecd Añadido soporte preliminar para estadisticas 2022-11-17 09:30:56 +01:00
ea92241d6e Actualizado Makefile 2022-11-16 22:43:26 +01:00
60ea12f51d Resuelto el bug de quedarse atascado en una rampa al caer 2022-11-16 21:56:51 +01:00
36c7063b3e Añadida mas información a asset->check() 2022-11-16 21:12:01 +01:00
c6a1f4aab0 Añadidos mas ifdef DEBUG para quitar código sobrante de la versión final 2022-11-16 20:24:49 +01:00
eed3f9d7d1 Actualizado Makefile 2022-11-16 10:02:32 +01:00
02e6929f5f Actualizado Makefile 2022-11-15 09:58:45 +01:00
122 changed files with 3160 additions and 1110 deletions

5
.gitignore vendored
View File

@@ -1,5 +1,6 @@
.vscode
*config.txt
*data/config/config.txt
*stats.txt
*.DS_Store
thumbs.db
*.exe
@@ -9,4 +10,4 @@ thumbs.db
*.tar.gz
*.zip
*.app
*_debug
*_debug*

View File

@@ -2,7 +2,7 @@ executable = jaildoctors_dilemma
source = source/*.cpp source/common/*.cpp
appName = JailDoctor's Dilemma
releaseFolder = jdd_release
version = v1.01
version = v1.07
# Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -12,56 +12,57 @@ linuxRelease = $(executable)-$(version)-linux.tar.gz
windows:
@echo off
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force}
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
windows_debug:
@echo off
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
windows_release:
@echo off
# Remove data
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force}
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force}
# Create release folder
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
powershell if (-not (Test-Path "$(releaseFolder)")) {New-Item "$(releaseFolder)" -ItemType Directory}
# Create folders
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
powershell if (-not (Test-Path $(releaseFolder))) {New-Item $(releaseFolder) -ItemType Directory}
# Copy data
# Prepare data folder
powershell Copy-Item -Path "data" -Destination "$(releaseFolder)" -recurse -Force
powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release/SDL2.dll" -Destination "$(releaseFolder)"
# Remove data
powershell if (Test-Path "$(releaseFolder)\data\room\map.world") {Remove-Item "$(releaseFolder)\data\room\map.world" -Recurse -Force}
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
# Copy root files
powershell Copy-Item "LICENSE.txt" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
# Create ZIP
powershell if (Test-Path $(executable)_win_$(version).zip) {Remove-Item $(windowsRelease)}
powershell if (Test-Path $(windowsRelease)) {Remove-Item $(windowsRelease)}
powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease)
# Remove folder
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force}
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
macos:
rm -rdf data/config
mkdir -p data/config
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
macos_debug:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release:
# Remove data
rm -rdf data/config
# Remove data and possible data from previous builds
rm -rdf "$(releaseFolder)"
rm -rdf Frameworks
rm -f tmp.dmg
rm -f "$(macosIntelRelease)"
rm -f "$(macosAppleSiliconRelease)"
# Create folders
mkdir -p data/config
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Frameworks"
mkdir -p "$(releaseFolder)/$(appName).app/Contents/MacOS"
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources"
@@ -79,12 +80,16 @@ macos_release:
# Copy files
cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources"
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
cp LICENSE.txt "$(releaseFolder)"
cp README.md "$(releaseFolder)"
# Create links
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# Build INTEL DMG
rm -f "$(macosIntelRelease)"
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
hdiutil convert tmp.dmg -format UDZO -o "$(macosIntelRelease)"
rm -f tmp.dmg
@@ -93,7 +98,6 @@ macos_release:
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Build APPLE SILICON DMG
rm -f "$(macosAppleSiliconRelease)"
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
hdiutil convert tmp.dmg -format UDZO -o "$(macosAppleSiliconRelease)"
rm -f tmp.dmg
@@ -103,36 +107,36 @@ macos_release:
rm -rdf "$(releaseFolder)"
linux:
rm -rdf data/config
mkdir -p data/config
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
linux_debug:
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release:
# Remove data
rm -rdf data/config
rm -rdf $(releaseFolder)
rm -rdf "$(releaseFolder)"
# Create folders
mkdir -p data/config
mkdir -p $(releaseFolder)
mkdir -p "$(releaseFolder)"
# Copy data
cp -R data $(releaseFolder)
cp LICENSE $(releaseFolder)
cp README.md $(releaseFolder)
cp -R data "$(releaseFolder)"
cp LICENSE.txt "$(releaseFolder)"
cp README.md "$(releaseFolder)"
# Delete data
rm -f "$(releaseFolder)/data/room/map.world"
rm -f "$(releaseFolder)/data/room/standard.tsx"
# Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable)
strip -s -R .comment -R .gnu.version $(releaseFolder)/$(executable) --strip-unneeded
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
# Pack files
rm -f $(linuxRelease)
cd $(releaseFolder) && tar -czvf ../$(linuxRelease) *
rm -f "$(linuxRelease)"
cd "$(releaseFolder)" && tar -czvf "../$(linuxRelease)" *
# Remove data
rm -rdf $(releaseFolder)
rm -rdf "$(releaseFolder)"

View File

@@ -1,37 +1,87 @@
# JailDoctor's Dilemma
# JailDoctor's Dilemma (v1.07)
JailDoc es un Jailer. A los Jailers les gusta empezar proyectos. A nadie le gusta terminarlos. Los Jailers viven en la Jail. A la Jail va uno a empezar proyectos. A la Jail va uno a enseñar sus proyectos. A la Jail va uno a aprender como empezar nuevos proyectos. A la Jail va uno a ayudar a sus compañeros a que empiecen nuevos proyectos.
![JailDoctor's Dilemma - Title screen](https://php.sustancia.synology.me/images/jdd_title.png)
JailDoc es un Jailer destacado entre los Jailers. Tiene más proyectos empezados que nadie y es el que más ayuda a que los demas empiecen los suyos.
Un día, ocurrió algo. Alguien terminó un proyecto. Alguien liberó el *Puzzle Jail Facker*. Algún desaprensivo.
Esto hizo que JailDoc decidiera terminar y entregar uno de sus proyectos, pero, ¿cual? ¿JailBattle? ¿Sigmasuá? ¿Calculín Doom? Menudo dilema. JailDoc se arremangó y decidió finalizar y entregar todos sus proyectos inacabados. ¿Lo logrará?
## Jugabilidad
Ayuda a JailDoc a recuperar las partes de su proyecto que estan desperdigadas por cualquier lugar del Universo Jailer. Hay mas de **150 piezas** desperdigadas por **60 pantallas**. Algunas son un paseo, pero en otras tendras que calcular muy bien tus movimientos si no quieres acabar como un arounder del montón.
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game1.png)
Cuando consigas recuperar gran parte de las piezas desperdigadas, dirigete a la Jail a mostrar a los Jailers como se termina un proyecto. Ten en cuenta que Bry no te dejará entrar. Solo aquellos que han realizado un *Fire Effect* o un *Facedor de Tornejos* son dignos de tal privilegio.
## Controles
El juego permite tanto el uso del teclado como de un mando de control. Las teclas para manejar el juego son las siguientes:
- **Cursores**: Para mover a izquierda o derecha a JailDoc y para saltar
- **Cursores**: Para mover a izquierda o derecha a JailDoc y para saltar. En el fichero de configuración se pueden cambiar las teclas por otras opciones prefijadas: O, P para moverse y Q para saltar o A, D para moverse y W para saltar.
- **Tecla M**: Activa o desactiva la música
- **Tecla P**: Pone en pausa el juego
- **Tecla ESC**: Sale del juego si estas jugando. Sale del programa en cualquier otra circunstancia
- **Tecla F**: Cambia a modo de pantalla completa o de ventana
- **Teclas F1 a F4**: Cambian el tamaño de la ventana
- **Tecla B**: Activa o desactiva el borde de colores de la pantalla cuando el programa se ejecuta en modo de ventana
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game2.png)
## Datos del programa
El programa guarda automáticamente la configuración del modo de video y las estadísticas de juego en tu carpeta personal del sistema. Esta carpeta tiene una ubicación distinta en función del sistema operativo que utilices.
En **Windows** se encuentra en:
`C:\Users\<nombre_de_usuario>\AppData\Roaming\jaildoctors_dilemma`
En **MacOS** se encuentra en:
`~/Library/Application Support/jaildoctors_dilemma`
En **Linux** se encuentra en:
`~/.jaildoctors_dilemma`
La primera vez, el juego te pregunta por tu identificador online. Esta información se guarda para futuras partidas.
En la carpeta está el fichero de configuración `config.txt` donde se puede modificar la configuración para conectarse al servicio online y los ficheros `stats.csv` y `stats_buffer.csv` con información de las estadisticas de juego.
## Agradecimientos
Agradecimientos como siempre a todos los Jailers por motivarme a hacer el juego y ayudarme en los momentos de duda a la hora de escribir el código. Y, como siempre, en especial a JailDoc por su unidad de Jail_Audio y cualquier otro código/ayuda/enseñanzas que haya necesitado para terminar el programa.
Si no me he descontado, este es el cuarto juego que consigo crear.
*13 de noviembre de 2022, JailDesigner*

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@@ -3,7 +3,7 @@ frameHeight=16
[animation]
name=default
speed=8
speed=4
loop=0
frames=0,1,2,3
frames=0,1,2,3,4,5,6,7
[/animation]

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@@ -9,8 +9,8 @@ roomLeft=0
roomRight=02.room
[enemy]
tileSetFile=jailer.png
animation=jailer.ani
tileSetFile=jailer_#1.png
animation=jailer_#1.ani
width=16
height=16
x=1
@@ -25,8 +25,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=jailer3.png
animation=jailer3.ani
tileSetFile=jailer_#3.png
animation=jailer_#3.ani
width=16
height=16
x=4
@@ -41,8 +41,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=jailer.png
animation=jailer.ani
tileSetFile=jailer_#1.png
animation=jailer_#1.ani
width=16
height=16
x=7
@@ -57,8 +57,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=jailer2.png
animation=jailer2.ani
tileSetFile=jailer_#2.png
animation=jailer_#2.ani
width=16
height=16
x=10
@@ -73,8 +73,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=jailer.png
animation=jailer.ani
tileSetFile=jailer_#1.png
animation=jailer_#1.ani
width=16
height=16
x=13
@@ -89,8 +89,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=printer.png
animation=printer.ani
tileSetFile=elsa.png
animation=elsa.ani
width=16
height=16
x=3
@@ -105,8 +105,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=printer.png
animation=printer.ani
tileSetFile=elsa.png
animation=elsa.ani
width=16
height=16
x=6

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@@ -3,9 +3,9 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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@@ -1,6 +1,6 @@
name=ROAD TO THE JAIL
bgColor=black
border=cyan
border=blue
tileMapFile=02.tmx
tileSetFile=standard.png
roomUp=0

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@@ -3,22 +3,22 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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</map>

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@@ -11,8 +11,8 @@ itemColor1=bright_green
itemColor2=green
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=15

View File

@@ -10,7 +10,7 @@
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@@ -18,7 +18,7 @@
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@@ -11,8 +11,8 @@ itemColor1=red
itemColor2=magenta
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=9
@@ -27,8 +27,8 @@ color=green
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=1

View File

@@ -9,13 +9,13 @@
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View File

@@ -48,9 +48,9 @@ animation=tuno.ani
width=16
height=16
x=28
y=8
y=6
vx=0
vy=0.4
vy=-0.4
x1=28
y1=2
x2=28

View File

@@ -30,7 +30,7 @@ flip=true
[enemy]
tileSetFile=bat.png
animation=bat.ani
width=9
width=8
height=7
x=14
y=2
@@ -46,7 +46,7 @@ color=bright_blue
[enemy]
tileSetFile=bat.png
animation=bat.ani
width=9
width=8
height=7
x=10
y=10
@@ -62,7 +62,7 @@ color=cyan
[enemy]
tileSetFile=bat.png
animation=bat.ani
width=9
width=8
height=7
x=15
y=1

View File

@@ -11,8 +11,8 @@ itemColor1=yellow
itemColor2=red
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=5
@@ -27,8 +27,8 @@ color=green
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=12

View File

@@ -3,16 +3,16 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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@@ -4,15 +4,15 @@
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0,0,0,0,38,0,0,0,0,0,0,241,241,0,0,0,0,0,0,241,241,0,0,0,0,0,0,38,0,0,0,0,

View File

@@ -9,8 +9,8 @@ roomLeft=26.room
roomRight=0
#[enemy]
#tileSetFile=diskette.png
#animation=diskette.ani
#tileSetFile=floppy.png
#animation=floppy.ani
#width=16
#height=16
#x=2

View File

@@ -3,17 +3,17 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv">
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,90,41,235,235,0,0,235,235,41,89,90,89,
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,90,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,235,0,0,0,0,0,0,
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,94,41,235,235,0,0,235,235,41,89,90,89,
89,94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,214,215,0,0,0,0,0,0,0,0,214,89,90,
214,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,214,89,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,235,0,0,0,0,0,214,
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89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,
94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,
94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,415,415,415,415,
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,0,
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
89,90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -11,8 +11,8 @@ itemColor1=green
itemColor2=red
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=20

View File

@@ -15,7 +15,7 @@
116,0,0,0,377,377,377,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,377,377,377,377,0,0,0,0,140,116,
140,0,0,0,0,0,0,0,0,0,0,377,0,114,115,114,115,0,0,377,0,0,0,0,0,0,0,0,0,0,116,140,
116,0,0,0,0,0,0,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,0,0,0,0,431,432,114,115,140,116,
140,0,0,0,0,0,0,0,377,0,0,0,0,114,115,114,115,0,0,0,0,0,0,431,432,431,432,431,432,0,116,140,
140,0,0,0,0,0,0,377,377,0,0,0,0,114,115,114,115,0,0,0,0,0,0,431,432,431,432,431,432,0,116,140,
0,0,0,0,0,0,0,0,0,0,0,0,377,115,114,115,114,0,0,377,0,0,0,0,0,0,0,0,0,0,140,116,
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114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,0,0,114,115,114,115,114,115

View File

@@ -1,4 +1,4 @@
name=STATIC
name=BE CAREFUL WITH THE FUSE
bgColor=black
border=bright_cyan
tileMapFile=36.tmx

View File

@@ -9,8 +9,8 @@ roomLeft=39.room
roomRight=37.room
[enemy]
tileSetFile=arounder_stop.png
animation=arounder_stop.ani
tileSetFile=stopped_arounder.png
animation=stopped_arounder.ani
width=7
height=8
x=9
@@ -25,8 +25,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=arounder_stop.png
animation=arounder_stop.ani
tileSetFile=stopped_arounder.png
animation=stopped_arounder.ani
width=7
height=8
x=18
@@ -41,8 +41,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=12
@@ -75,8 +75,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_fly.png
animation=arounder_fly.ani
tileSetFile=flying_arounder.png
animation=flying_arounder.ani
width=7
height=7
x=3

View File

@@ -27,8 +27,8 @@ color=white
[/enemy]
[enemy]
tileSetFile=arounder_fly.png
animation=arounder_fly.ani
tileSetFile=flying_arounder.png
animation=flying_arounder.ani
width=7
height=7
x=9
@@ -44,8 +44,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_fly.png
animation=arounder_fly.ani
tileSetFile=flying_arounder.png
animation=flying_arounder.ani
width=7
height=7
x=15
@@ -61,8 +61,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_fly.png
animation=arounder_fly.ani
tileSetFile=flying_arounder.png
animation=flying_arounder.ani
width=7
height=7
x=22
@@ -78,8 +78,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_fly.png
animation=arounder_fly.ani
tileSetFile=flying_arounder.png
animation=flying_arounder.ani
width=7
height=7
x=16

View File

@@ -25,8 +25,8 @@ color=red
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=10
@@ -42,8 +42,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=15
@@ -59,8 +59,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=20
@@ -76,8 +76,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=14

View File

@@ -25,8 +25,8 @@ color=bright_cyan
[/enemy]
[enemy]
tileSetFile=arounder_stop.png
animation=arounder_stop.ani
tileSetFile=stopped_arounder.png
animation=stopped_arounder.ani
width=7
height=8
x=8
@@ -41,8 +41,8 @@ color=bright_cyan
[/enemy]
[enemy]
tileSetFile=arounder_stop.png
animation=arounder_stop.ani
tileSetFile=stopped_arounder.png
animation=stopped_arounder.ani
width=7
height=8
x=11
@@ -57,8 +57,8 @@ color=bright_cyan
[/enemy]
[enemy]
tileSetFile=arounder_stop.png
animation=arounder_stop.ani
tileSetFile=stopped_arounder.png
animation=stopped_arounder.ani
width=7
height=8
x=24
@@ -73,8 +73,8 @@ color=bright_cyan
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=12
@@ -90,8 +90,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=14
@@ -107,8 +107,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=arounder_walk.png
animation=arounder_walk.ani
tileSetFile=walking_arounder.png
animation=walking_arounder.ani
width=5
height=8
x=14

View File

@@ -1,6 +1,6 @@
name=P.A.C.O. ON THE GO
bgColor=black
border=black
border=blue
tileMapFile=42.tmx
tileSetFile=standard.png
roomUp=0
@@ -23,7 +23,7 @@ x1=10
y1=2
x2=10
y2=11
color=green
color=magenta
[/enemy]
[enemy]

View File

@@ -11,8 +11,8 @@
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,421,62,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,421,415,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,305,0,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,306,0,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,415,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,0,0,421,415,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -11,6 +11,22 @@ itemColor1=red
itemColor2=magenta
autoSurface=left
[enemy]
tileSetFile=batman_fire.png
animation=batman_fire.ani
width=16
height=16
x=10
y=13
vx=1.3
vy=0
x1=0
y1=13
x2=29
y2=13
color=cyan
flip=true
[/enemy]
[enemy]
tileSetFile=heavy.png

View File

@@ -11,8 +11,8 @@ itemColor1=red
itemColor2=yellow
[enemy]
tileSetFile=jb_alien.png
animation=jb_alien.ani
tileSetFile=jailbattle_alien.png
animation=jailbattle_alien.ani
width=13
height=15
x=10
@@ -28,8 +28,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=jb_alien.png
animation=jb_alien.ani
tileSetFile=jailbattle_alien.png
animation=jailbattle_alien.ani
width=13
height=15
x=25
@@ -45,8 +45,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=jb_human.png
animation=jb_human.ani
tileSetFile=jailbattle_human.png
animation=jailbattle_human.ani
width=11
height=13
x=7
@@ -62,8 +62,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=jb_human.png
animation=jb_human.ani
tileSetFile=jailbattle_human.png
animation=jailbattle_human.ani
width=11
height=13
x=18

View File

@@ -11,8 +11,8 @@ itemColor1=white
itemColor2=green
[enemy]
tileSetFile=jb_human.png
animation=jb_human.ani
tileSetFile=jailbattle_human.png
animation=jailbattle_human.ani
width=11
height=13
x=17
@@ -28,8 +28,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=jb_human.png
animation=jb_human.ani
tileSetFile=jailbattle_human.png
animation=jailbattle_human.ani
width=11
height=13
x=2
@@ -45,8 +45,8 @@ flip=true
[/enemy]
[enemy]
tileSetFile=jb_alien.png
animation=jb_alien.ani
tileSetFile=jailbattle_alien.png
animation=jailbattle_alien.ani
width=11
height=13
x=24

View File

@@ -9,8 +9,8 @@ roomLeft=0
roomRight=49.room
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=7
@@ -25,8 +25,8 @@ color=magenta
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=20

View File

@@ -4,7 +4,7 @@
<layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv">
42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -1,4 +1,4 @@
name=P.A.C.O WORKSHOP
name=P.A.C.O. WORKSHOP
bgColor=black
border=yellow
tileMapFile=53.tmx

BIN
data/sound/notify.wav Normal file

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After

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After

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View File

@@ -23,11 +23,11 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.4.3</string>
<string>1.0.7</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0.0</string>
<string>1.0.7</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSMinimumSystemVersion</key>

BIN
release/libgcc_s_seh-1.dll Normal file

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BIN
release/libstdc++-6.dll Normal file

Binary file not shown.

BIN
release/libwinpthread-1.dll Normal file

Binary file not shown.

13
source/cheevos.cpp Normal file
View File

@@ -0,0 +1,13 @@
#include "cheevos.h"
// Constructor
Cheevos::Cheevos(options_t *options)
{
this->options = options;
}
// Destructor
Cheevos::~Cheevos()
{
}

27
source/cheevos.h Normal file
View File

@@ -0,0 +1,27 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/utils.h"
#include <string>
#include <vector>
#ifndef CHEEVOS_H
#define CHEEVOS_H
class Cheevos
{
private:
// Punteros y objetos
options_t *options;
// Variables
public:
// Constructor
Cheevos(options_t *options);
// Destructor
~Cheevos();
};
#endif

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@@ -222,121 +222,121 @@ int AnimatedSprite::getIndex(std::string name)
// Calcula el frame correspondiente a la animación
void AnimatedSprite::animate()
{
if (!enabled || animation.at(currentAnimation).speed == 0)
if (!enabled || animation[currentAnimation].speed == 0)
{
return;
}
// Calcula el frame actual a partir del contador
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).counter / animation.at(currentAnimation).speed;
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
// Si alcanza el final de la animación, reinicia el contador de la animación
// en función de la variable loop y coloca el nuevo frame
if (animation.at(currentAnimation).currentFrame >= (int)animation.at(currentAnimation).frames.size())
if (animation[currentAnimation].currentFrame >= (int)animation[currentAnimation].frames.size())
{
if (animation.at(currentAnimation).loop == -1)
if (animation[currentAnimation].loop == -1)
{ // Si no hay loop, deja el último frame
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).frames.size();
animation.at(currentAnimation).completed = true;
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
animation[currentAnimation].completed = true;
}
else
{ // Si hay loop, vuelve al frame indicado
animation.at(currentAnimation).counter = 0;
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).loop;
animation[currentAnimation].counter = 0;
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
}
}
// En caso contrario
else
{
// Escoge el frame correspondiente de la animación
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
// Incrementa el contador de la animacion
animation.at(currentAnimation).counter++;
animation[currentAnimation].counter++;
}
}
// Obtiene el numero de frames de la animación actual
int AnimatedSprite::getNumFrames()
{
return (int)animation.at(currentAnimation).frames.size();
return (int)animation[currentAnimation].frames.size();
}
// Establece el frame actual de la animación
void AnimatedSprite::setCurrentFrame(int num)
{
// Descarta valores fuera de rango
if (num >= (int)animation.at(currentAnimation).frames.size())
if (num >= (int)animation[currentAnimation].frames.size())
{
num = 0;
}
// Cambia el valor de la variable
animation.at(currentAnimation).currentFrame = num;
animation.at(currentAnimation).counter = 0;
animation[currentAnimation].currentFrame = num;
animation[currentAnimation].counter = 0;
// Escoge el frame correspondiente de la animación
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
}
// Establece el valor del contador
void AnimatedSprite::setAnimationCounter(std::string name, int num)
{
animation.at(getIndex(name)).counter = num;
animation[getIndex(name)].counter = num;
}
// Establece la velocidad de una animación
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
{
animation.at(getIndex(name)).counter = speed;
animation[getIndex(name)].counter = speed;
}
// Establece la velocidad de una animación
void AnimatedSprite::setAnimationSpeed(int index, int speed)
{
animation.at(index).counter = speed;
animation[index].counter = speed;
}
// Establece si la animación se reproduce en bucle
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
{
animation.at(getIndex(name)).loop = loop;
animation[getIndex(name)].loop = loop;
}
// Establece si la animación se reproduce en bucle
void AnimatedSprite::setAnimationLoop(int index, int loop)
{
animation.at(index).loop = loop;
animation[index].loop = loop;
}
// Establece el valor de la variable
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
{
animation.at(getIndex(name)).completed = value;
animation[getIndex(name)].completed = value;
}
// OLD - Establece el valor de la variable
void AnimatedSprite::setAnimationCompleted(int index, bool value)
{
animation.at(index).completed = value;
animation[index].completed = value;
}
// Comprueba si ha terminado la animación
bool AnimatedSprite::animationIsCompleted()
{
return animation.at(currentAnimation).completed;
return animation[currentAnimation].completed;
}
// Devuelve el rectangulo de una animación y frame concreto
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
{
return animation.at(getIndex(name)).frames.at(index);
return animation[getIndex(name)].frames[index];
}
// Devuelve el rectangulo de una animación y frame concreto
SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF)
{
return animation.at(indexA).frames.at(indexF);
return animation[indexA].frames[indexF];
}
// Carga la animación desde un vector
@@ -484,9 +484,9 @@ void AnimatedSprite::setCurrentAnimation(std::string name)
if (currentAnimation != newAnimation)
{
currentAnimation = newAnimation;
animation.at(currentAnimation).currentFrame = 0;
animation.at(currentAnimation).counter = 0;
animation.at(currentAnimation).completed = false;
animation[currentAnimation].currentFrame = 0;
animation[currentAnimation].counter = 0;
animation[currentAnimation].completed = false;
}
}
@@ -497,9 +497,9 @@ void AnimatedSprite::setCurrentAnimation(int index)
if (currentAnimation != newAnimation)
{
currentAnimation = newAnimation;
animation.at(currentAnimation).currentFrame = 0;
animation.at(currentAnimation).counter = 0;
animation.at(currentAnimation).completed = false;
animation[currentAnimation].currentFrame = 0;
animation[currentAnimation].counter = 0;
animation[currentAnimation].completed = false;
}
}
@@ -513,7 +513,7 @@ void AnimatedSprite::update()
// Establece el rectangulo para un frame de una animación
void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
{
animation.at(index_animation).frames.push_back({x, y, w, h});
animation[index_animation].frames.push_back({x, y, w, h});
}
// OLD - Establece el contador para todas las animaciones
@@ -528,7 +528,7 @@ void AnimatedSprite::setAnimationCounter(int value)
// Reinicia la animación
void AnimatedSprite::resetAnimation()
{
animation.at(currentAnimation).currentFrame = 0;
animation.at(currentAnimation).counter = 0;
animation.at(currentAnimation).completed = false;
animation[currentAnimation].currentFrame = 0;
animation[currentAnimation].counter = 0;
animation[currentAnimation].completed = false;
}

View File

@@ -10,10 +10,10 @@ Asset::Asset(std::string executablePath)
}
// Añade un elemento a la lista
void Asset::add(std::string file, enum assetType type, bool required)
void Asset::add(std::string file, enum assetType type, bool required, bool absolute)
{
item_t temp;
temp.file = executablePath + file;
temp.file = absolute ? file : executablePath + file;
temp.type = type;
temp.required = required;
fileList.push_back(temp);
@@ -50,7 +50,10 @@ bool Asset::check()
if (verbose)
{
std::cout << "\n** Checking files." << std::endl;
std::cout << "\n** Checking files" << std::endl;
std::cout << "Executable path is: " << executablePath << std::endl;
std::cout << "Sample filepath: " << fileList.back().file << std::endl;
}
// Comprueba la lista de ficheros clasificandolos por tipo
@@ -111,7 +114,7 @@ bool Asset::checkFile(std::string path)
// Comprueba si existe el fichero
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b");
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "rb");
if (file != nullptr)
{

View File

@@ -31,6 +31,7 @@ private:
std::string file; // Ruta del fichero desde la raiz del directorio
enum assetType type; // Indica el tipo de recurso
bool required; // Indica si es un fichero que debe de existir
//bool absolute; // Indica si la ruta que se ha proporcionado es una ruta absoluta
};
// Variables
@@ -50,7 +51,7 @@ public:
Asset(std::string path);
// Añade un elemento a la lista
void add(std::string file, enum assetType type, bool required = true);
void add(std::string file, enum assetType type, bool required = true, bool absolute = false);
// Devuelve un elemento de la lista a partir de una cadena
std::string get(std::string text);

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@@ -34,13 +34,13 @@ void Input::update()
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
keyBindings.at(input).scancode = code;
keyBindings[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
gameControllerBindings.at(input).button = button;
gameControllerBindings[input].button = button;
}
// Comprueba si un input esta activo
@@ -65,7 +65,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
if (repeat)
{
if (keyStates[keyBindings.at(input).scancode] != 0)
if (keyStates[keyBindings[input].scancode] != 0)
{
successKeyboard = true;
}
@@ -76,11 +76,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (!keyBindings.at(input).active)
if (!keyBindings[input].active)
{
if (keyStates[keyBindings.at(input).scancode] != 0)
if (keyStates[keyBindings[input].scancode] != 0)
{
keyBindings.at(input).active = true;
keyBindings[input].active = true;
successKeyboard = true;
}
else
@@ -90,9 +90,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (keyStates[keyBindings.at(input).scancode] == 0)
if (keyStates[keyBindings[input].scancode] == 0)
{
keyBindings.at(input).active = false;
keyBindings[input].active = false;
successKeyboard = false;
}
else
@@ -108,7 +108,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (repeat)
{
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
{
successGameController = true;
}
@@ -119,11 +119,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (!gameControllerBindings.at(input).active)
if (!gameControllerBindings[input].active)
{
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
{
gameControllerBindings.at(input).active = true;
gameControllerBindings[input].active = true;
successGameController = true;
}
else
@@ -133,9 +133,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) == 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
{
gameControllerBindings.at(input).active = false;
gameControllerBindings[input].active = false;
successGameController = false;
}
else
@@ -163,7 +163,7 @@ bool Input::checkAnyInput(int device, int index)
for (int i = 0; i < (int)keyBindings.size(); ++i)
{
if (mKeystates[keyBindings.at(i).scancode] != 0)
if (mKeystates[keyBindings[i].scancode] != 0)
{
return true;
}
@@ -176,7 +176,7 @@ bool Input::checkAnyInput(int device, int index)
{
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
{
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(i).button) != 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
{
return true;
}
@@ -277,7 +277,7 @@ std::string Input::getControllerName(int index)
{
if (numGamepads > 0)
{
return controllerNames.at(index);
return controllerNames[index];
}
else
{

View File

@@ -1,3 +1,4 @@
#ifndef JA_USESDLMIXER
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
@@ -11,7 +12,7 @@ struct JA_Sound_t {
};
struct JA_Channel_t {
JA_Sound sound;
JA_Sound_t *sound;
int pos {0};
int times {0};
JA_Channel_state state { JA_CHANNEL_FREE };
@@ -25,7 +26,7 @@ struct JA_Music_t {
JA_Music_state state {JA_MUSIC_INVALID};
};
JA_Music current_music{NULL};
JA_Music_t *current_music{NULL};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
@@ -86,7 +87,7 @@ void JA_Quit() {
sdlAudioDevice = 0;
}
JA_Music JA_LoadMusic(const char* filename) {
JA_Music_t *JA_LoadMusic(const char* filename) {
int chan, samplerate;
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
@@ -98,7 +99,7 @@ JA_Music JA_LoadMusic(const char* filename) {
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music music = new JA_Music_t();
JA_Music_t *music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
@@ -121,7 +122,7 @@ JA_Music JA_LoadMusic(const char* filename) {
return music;
}
void JA_PlayMusic(JA_Music music, const int loop) {
void JA_PlayMusic(JA_Music_t *music, const int loop) {
if (current_music != NULL) {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
@@ -153,21 +154,21 @@ JA_Music_state JA_GetMusicState() {
return current_music->state;
}
void JA_DeleteMusic(JA_Music music) {
void JA_DeleteMusic(JA_Music_t *music) {
if (current_music == music) current_music = NULL;
free(music->output);
delete music;
}
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound sound = new JA_Sound_t();
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound JA_LoadSound(const char* filename) {
JA_Sound sound = new JA_Sound_t();
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
@@ -184,7 +185,7 @@ JA_Sound JA_LoadSound(const char* filename) {
return sound;
}
int JA_PlaySound(JA_Sound sound, const int loop) {
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
@@ -196,7 +197,7 @@ int JA_PlaySound(JA_Sound sound, const int loop) {
return channel;
}
void JA_DeleteSound(JA_Sound sound) {
void JA_DeleteSound(JA_Sound_t *sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
@@ -247,3 +248,4 @@ int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
}
#endif

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@@ -4,27 +4,27 @@
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
typedef struct JA_Sound_t *JA_Sound;
typedef struct JA_Music_t *JA_Music;
struct JA_Sound_t;
struct JA_Music_t;
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit();
JA_Music JA_LoadMusic(const char* filename);
void JA_PlayMusic(JA_Music music, const int loop = -1);
JA_Music_t *JA_LoadMusic(const char* filename);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music music);
void JA_DeleteMusic(JA_Music_t *music);
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound sound, const int loop = 0);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound sound);
void JA_DeleteSound(JA_Sound_t *sound);
int JA_SetVolume(int volume);

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@@ -0,0 +1,101 @@
#ifdef JA_USESDLMIXER
#include "jail_audio.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
struct JA_Sound_t {}; // Dummy structs
struct JA_Music_t {};
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_freq = freq;
JA_format = format;
JA_channels = channels;
Mix_OpenAudio(JA_freq, JA_format, JA_channels, 1024);
}
void JA_Quit() {
Mix_CloseAudio();
}
JA_Music_t *JA_LoadMusic(const char* filename) {
return (JA_Music_t*)Mix_LoadMUS(filename);
}
void JA_PlayMusic(JA_Music_t *music, const int loop) {
Mix_PlayMusic((Mix_Music*)music, loop);
}
void JA_PauseMusic() {
Mix_PauseMusic();
}
void JA_ResumeMusic() {
Mix_ResumeMusic();
}
void JA_StopMusic() {
Mix_HaltMusic();
}
JA_Music_state JA_GetMusicState() {
if (Mix_PausedMusic()) {
return JA_MUSIC_PAUSED;
} else if (Mix_PlayingMusic()) {
return JA_MUSIC_PLAYING;
} else {
return JA_MUSIC_STOPPED;
}
}
void JA_DeleteMusic(JA_Music_t *music) {
Mix_FreeMusic((Mix_Music*)music);
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
return NULL;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = (JA_Sound_t*)Mix_LoadWAV(filename);
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
return Mix_PlayChannel(-1, (Mix_Chunk*)sound, loop);
}
void JA_DeleteSound(JA_Sound_t *sound) {
Mix_FreeChunk((Mix_Chunk*)sound);
}
void JA_PauseChannel(const int channel) {
Mix_Pause(channel);
}
void JA_ResumeChannel(const int channel) {
Mix_Resume(channel);
}
void JA_StopChannel(const int channel) {
Mix_HaltChannel(channel);
}
JA_Channel_state JA_GetChannelState(const int channel) {
if (Mix_Paused(channel)) {
return JA_CHANNEL_PAUSED;
} else if (Mix_Playing(channel)) {
return JA_CHANNEL_PLAYING;
} else {
return JA_CHANNEL_FREE;
}
}
int JA_SetVolume(int volume) {
return Mix_Volume(-1, volume);
}
#endif

154
source/common/jscore.cpp Normal file
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@@ -0,0 +1,154 @@
#include "jscore.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#ifdef _WIN32
#include <winsock2.h>
#else
#include <sys/socket.h>
#include <netdb.h>
#include <netinet/in.h>
#endif
#include <unistd.h>
#include <string>
#include <vector>
namespace jscore {
using namespace std;
struct user {
string name;
int points;
};
vector<user> score;
#define bzero(b,len) (memset((b), '\0', (len)), (void) 0)
int sock;
struct sockaddr_in client;
int PORT = 9911;
string HOST = "jaildoctor.duckdns.org";
#ifdef WIN32
WSADATA WsaData;
#endif
bool jscore_error = false;
string error_message;
void init(std::string host, const int port) {
PORT = port;
HOST = host;
}
void setErrorMessage(string message) {
jscore_error = true;
error_message = message;
}
string sendRequest(const string request) {
#ifdef WIN32
int ret = WSAStartup(0x101,&WsaData);
if (ret != 0) return 0;
#endif
struct hostent * host = gethostbyname(HOST.c_str());
if ( (host == NULL) || (host->h_addr == NULL) ) {
setErrorMessage("Error retrieving DNS information.\n");
return "";
}
bzero(&client, sizeof(client));
client.sin_family = AF_INET;
client.sin_port = htons( PORT );
memcpy(&client.sin_addr, host->h_addr, host->h_length);
sock = socket(AF_INET, SOCK_STREAM, 0);
if (sock < 0) {
setErrorMessage("Error creating socket.\n");
return "";
}
if ( connect(sock, (struct sockaddr *)&client, sizeof(client)) < 0 ) {
close(sock);
setErrorMessage("Could not connect\n");
return "";
}
string r = request + " HTTP/1.1\r\nHost: "+HOST+"\r\nConnection: close\r\n\r\n\r\n";
if (send(sock, r.c_str(), r.length(), 0) != (int)r.length()) {
setErrorMessage("Error sending request.\n");
return "";
}
char cur;
char start[5]="\r\n\r\n";
int pos = 0;
while ( recv(sock, &cur, 1,0) > 0 ) {
if (cur==start[pos]) { pos++; if (pos == 4) break; } else { pos = 0; }
}
char buffer[1024]; buffer[0]=0; pos=0;
while ( recv(sock, &cur, 1,0) > 0 ) {
buffer[pos] = cur;
pos++;
}
#ifdef WIN32
WSACleanup();
#endif
buffer[pos]=0;
return buffer;
}
const bool initOnlineScore(string game) {
string strbuff = sendRequest("GET /score-list.php?game=" + game);
if (jscore_error) return not jscore_error;
user u;
char buffer[1024];
strcpy(buffer, strbuff.c_str());
char *str = buffer;
char *p = str;
score.clear();
while (*p!=0) {
while (*p!=',') {p++;}
*p=0; u.name = str; p++; str=p;
while (*p!='\n') {p++;}
*p=0; u.points = atoi(str); p++; str=p;
score.push_back(u);
}
return not jscore_error;
}
const int getNumUsers() {
return score.size();
}
string getUserName(const int index) {
return score[index].name;
}
const int getPoints(const int index) {
return score[index].points;
}
const bool updateUserPoints(string game, string user, const int points) {
string strbuff = sendRequest("GET /score-update.php?game=" + game + "&user=" + user + "&points=" + to_string(points));
initOnlineScore(game);
return not jscore_error;
}
const int getUserPoints(string game, std::string user) {
return atoi(sendRequest("GET /getuserpoints.php?game=" + game + "&user=" + user).c_str());
}
string getUserData(string game, string user) {
return sendRequest("GET /getuserdata.php?game=" + game + "&user=" + user);
}
void setUserData(string game, string user, string data) {
sendRequest("GET /setuserdata.php?game=" + game + "&user=" + user + "&data=" + data);
}
};

16
source/common/jscore.h Normal file
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@@ -0,0 +1,16 @@
#pragma once
#include <string>
namespace jscore {
void init(std::string host, const int port);
const bool initOnlineScore(std::string game);
const int getNumUsers();
std::string getUserName(const int index);
const int getPoints(const int index);
const int getUserPoints(std::string game, std::string user);
const bool updateUserPoints(std::string game, std::string user, const int points);
std::string getUserData(std::string game, std::string user);
void setUserData(std::string game, std::string user, std::string data);
};

View File

@@ -458,7 +458,7 @@ void Menu::setSelectorPos(int index)
if (index < (int)item.size())
{
selector.index = index;
selector.rect.y = selector.y = selector.originY = selector.targetY = item.at(selector.index).rect.y;
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
selector.rect.w = rectBG.rect.w;
selector.rect.x = rectBG.rect.x;
selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
@@ -486,13 +486,13 @@ void Menu::reset()
{
itemSelected = MENU_NO_OPTION;
selector.index = 0;
selector.originY = selector.targetY = selector.y = item.at(0).rect.y;
selector.originH = selector.targetH = item.at(0).rect.h;
selector.originY = selector.targetY = selector.y = item[0].rect.y;
selector.originH = selector.targetH = item[0].rect.h;
selector.moving = false;
selector.resizing = false;
// Si el primer elemento no es seleccionable, incrementa el selector
if (!item.at(selector.index).selectable)
if (!item[selector.index].selectable)
{
increaseSelectorIndex();
setSelectorPos(selector.index);
@@ -524,18 +524,18 @@ void Menu::reorganize()
bool Menu::increaseSelectorIndex()
{
// Obten las coordenadas del elemento actual
selector.y = selector.originY = item.at(selector.index).rect.y;
selector.y = selector.originY = item[selector.index].rect.y;
selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento
++selector.index %= item.size();
while (!item.at(selector.index).selectable)
while (!item[selector.index].selectable)
{
++selector.index %= item.size();
}
// Establece las coordenadas y altura de destino
selector.targetY = item.at(selector.index).rect.y;
selector.targetY = item[selector.index].rect.y;
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index);
@@ -554,7 +554,7 @@ bool Menu::increaseSelectorIndex()
bool Menu::decreaseSelectorIndex()
{
// Obten las coordenadas del elemento actual
selector.y = selector.originY = item.at(selector.index).rect.y;
selector.y = selector.originY = item[selector.index].rect.y;
selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento
@@ -567,7 +567,7 @@ bool Menu::decreaseSelectorIndex()
selector.index--;
}
while (!item.at(selector.index).selectable)
while (!item[selector.index].selectable)
{
if (selector.index == 0)
{
@@ -580,7 +580,7 @@ bool Menu::decreaseSelectorIndex()
}
// Establece las coordenadas y altura de destino
selector.targetY = item.at(selector.index).rect.y;
selector.targetY = item[selector.index].rect.y;
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index);
@@ -630,29 +630,29 @@ void Menu::render()
if (i == selector.index)
{
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
}
else if (item.at(i).selectable)
else if (item[i].selectable)
{
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
}
else if (item.at(i).greyed)
else if (item[i].greyed)
{
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, colorGreyed);
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, colorGreyed);
}
else
{ // No seleccionable
if ((item.at(i).linkedUp) && (i == selector.index + 1))
if ((item[i].linkedUp) && (i == selector.index + 1))
{
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
}
else // No enlazado con el de arriba
{
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
}
}
}
@@ -822,7 +822,7 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
if (item.size() > 1)
{
if (item.at(item.size() - 2).linkedDown)
if (item[item.size() - 2].linkedDown)
{
item.back().linkedUp = true;
}
@@ -835,9 +835,9 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
// Cambia el texto de un item
void Menu::setItemCaption(int index, std::string text)
{
item.at(index).label = text;
item.at(index).rect.w = this->text->lenght(item.at(index).label);
item.at(index).rect.h = this->text->getCharacterSize();
item[index].label = text;
item[index].rect.w = this->text->lenght(item[index].label);
item[index].rect.h = this->text->getCharacterSize();
reorganize();
}
@@ -914,42 +914,42 @@ int Menu::findHeight()
// Recoloca los elementos del menu en el eje Y
void Menu::replaceElementsOnY()
{
item.at(0).rect.y = y;
item[0].rect.y = y;
for (int i = 1; i < (int)item.size(); i++)
{
item.at(i).rect.y = item.at(i - 1).rect.y + item.at(i - 1).rect.h + item.at(i - 1).hPaddingDown;
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
}
}
// Establece el estado seleccionable de un item
void Menu::setSelectable(int index, bool value)
{
item.at(index).selectable = value;
item[index].selectable = value;
}
// Establece el estado agrisado de un item
void Menu::setGreyed(int index, bool value)
{
item.at(index).greyed = value;
item[index].greyed = value;
}
// Establece el estado de enlace de un item
void Menu::setLinkedDown(int index, bool value)
{
item.at(index).linkedDown = value;
item[index].linkedDown = value;
}
// Calcula la altura del selector
int Menu::getSelectorHeight(int value)
{
if (item.at(value).linkedDown)
if (item[value].linkedDown)
{
return item.at(value).rect.h + item.at(value).hPaddingDown + item.at(value + 1).rect.h;
return item[value].rect.h + item[value].hPaddingDown + item[value + 1].rect.h;
}
else
{
return item.at(value).rect.h;
return item[value].rect.h;
}
}

View File

@@ -91,9 +91,9 @@ private:
bool isCenteredOnY; // Variable para saber si el menu debe estar centrado respecto a un punto en el eje Y
bool areElementsCenteredOnX; // Variable para saber si los elementos van centrados en el eje X
int widestItem; // Anchura del elemento más ancho
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound soundCancel; // Sonido al cancelar el menu
JA_Sound soundMove; // Sonido al mover el selector
JA_Sound_t* soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound_t* soundCancel; // Sonido al cancelar el menu
JA_Sound_t* soundMove; // Sonido al mover el selector
color_t colorGreyed; // Color para los elementos agrisados
rectangle_t rectBG; // Rectangulo de fondo del menu
std::vector<item_t> item; // Estructura para cada elemento del menu

223
source/common/notify.cpp Normal file
View File

@@ -0,0 +1,223 @@
#include "notify.h"
#include <string>
#include <stdio.h>
#include <iostream>
// Constructor
Notify::Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options)
{
// Inicializa variables
this->renderer = renderer;
this->options = options;
bgColor = options->notifications.color;
waitTime = 300;
// Crea objetos
texture = new Texture(renderer, bitmapFile);
text = new Text(textFile, texture, renderer);
sound = JA_LoadSound(soundFile.c_str());
}
// Destructor
Notify::~Notify()
{
// Libera la memoria de los objetos
delete texture;
delete text;
JA_DeleteSound(sound);
for (auto notification : notifications)
{
delete notification.sprite;
delete notification.texture;
}
}
// Dibuja las notificaciones por pantalla
void Notify::render()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
notifications[i].sprite->render();
}
}
// Actualiza el estado de las notificaiones
void Notify::update()
{
for (int i = 0; i < (int)notifications.size(); ++i)
{
notifications[i].counter++;
// Comprueba los estados
if (notifications[i].state == ns_rising)
{
const float step = ((float)notifications[i].counter / notifications[i].travelDist);
const int alpha = 255 * step;
if (options->notifications.posV == pos_top)
{
notifications[i].rect.y++;
}
else
{
notifications[i].rect.y--;
}
notifications[i].texture->setAlpha(alpha);
if (notifications[i].rect.y == notifications[i].y)
{
notifications[i].state = ns_stay;
notifications[i].texture->setAlpha(255);
notifications[i].counter = 0;
}
}
else if (notifications[i].state == ns_stay)
{
if (notifications[i].counter == waitTime)
{
notifications[i].state = ns_vanishing;
notifications[i].counter = 0;
}
}
else if (notifications[i].state == ns_vanishing)
{
const float step = (notifications[i].counter / (float)notifications[i].travelDist);
const int alpha = 255 * (1 - step);
if (options->notifications.posV == pos_top)
{
notifications[i].rect.y--;
}
else
{
notifications[i].rect.y++;
}
notifications[i].texture->setAlpha(alpha);
if (notifications[i].rect.y == notifications[i].y - notifications[i].travelDist)
{
notifications[i].state = ns_finished;
}
}
notifications[i].sprite->setRect(notifications[i].rect);
}
clearFinishedNotifications();
}
// Elimina las notificaciones finalizadas
void Notify::clearFinishedNotifications()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
if (notifications[i].state == ns_finished)
{
delete notifications[i].sprite;
delete notifications[i].texture;
notifications.erase(notifications.begin() + i);
}
}
}
// Muestra una notificación de texto por pantalla;
void Notify::showText(std::string text)
{
// Inicializa variables
const int width = this->text->lenght(text) + (this->text->getCharacterSize() * 2);
const int height = this->text->getCharacterSize() * 2;
const int padding = (this->text->getCharacterSize() / 2);
// Posición horizontal
int despH = 0;
if (options->notifications.posH == pos_left)
{
despH = padding;
}
else if (options->notifications.posH == pos_middle)
{
despH = ((options->screen.windowWidth * options->windowSize) / 2 - (width / 2));
}
else
{
despH = (options->screen.windowWidth * options->windowSize) - width - padding;
}
// Posición vertical
int despV = 0;
if (options->notifications.posV == pos_top)
{
despV = padding;
}
else
{
despV = (options->screen.windowHeight * options->windowSize) - height - padding;
}
const int travelDist = height + padding;
// Offset
int offset = 0;
if (options->notifications.posV == pos_top)
{
offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV;
}
else
{
offset = (int)notifications.size() > 0 ? notifications.back().y - travelDist : despV;
}
// Crea la notificacion
notification_t n;
// Inicializa variables
n.y = offset;
n.travelDist = travelDist;
n.counter = 0;
n.state = ns_rising;
n.text = text;
if (options->notifications.posV == pos_top)
{
n.rect = {despH, offset - travelDist, width, height};
}
else
{
n.rect = {despH, offset + travelDist, width, height};
}
// Crea la textura
n.texture = new Texture(renderer);
n.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
n.texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderClear(renderer);
n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
this->text->writeDX(TXT_CENTER | TXT_STROKE, width / 2, padding, text, 1, {255, 255, 255}, 1, {0, 0, 0});
SDL_SetRenderTarget(renderer, nullptr);
// Crea el sprite
n.sprite = new Sprite(n.rect, n.texture, renderer);
// Añade la notificación a la lista
notifications.push_back(n);
// Reproduce el sonido de la notificación
if (options->notifications.sound)
{
JA_PlaySound(sound);
}
}
// Indica si hay notificaciones activas
bool Notify::active()
{
if ((int)notifications.size() > 0)
{
return true;
}
return false;
}

85
source/common/notify.h Normal file
View File

@@ -0,0 +1,85 @@
#pragma once
#include <SDL2/SDL.h>
#include "jail_audio.h"
#include "sprite.h"
#include "text.h"
#include "texture.h"
#include "utils.h"
#include <vector>
#ifndef NOTIFY_H
#define NOTIFY_H
class Notify
{
private:
enum notification_state_e
{
ns_rising,
ns_stay,
ns_vanishing,
ns_finished
};
enum notification_position_e
{
upperLeft,
upperCenter,
upperRight,
middleLeft,
middleRight,
bottomLeft,
bottomCenter,
bottomRight
};
struct notification_t
{
std::string text;
int counter;
notification_state_e state;
notification_position_e position;
Texture *texture;
Sprite *sprite;
SDL_Rect rect;
int y;
int travelDist;
};
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Texture *texture; // Textura para la fuente de las notificaciones
Text *text; // Objeto para dibujar texto
options_t *options; // Variable con todas las opciones del programa
// Variables
color_t bgColor; // Color de fondo de las notificaciones
int waitTime; // Tiempo que se ve la notificación
std::vector<notification_t> notifications; // La lista de notificaciones activas
JA_Sound_t* sound; // Sonido a reproducir cuando suena la notificación
// Elimina las notificaciones finalizadas
void clearFinishedNotifications();
public:
// Dibuja las notificaciones por pantalla
void render();
// Actualiza el estado de las notificaiones
void update();
// Constructor
Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options);
// Destructor
~Notify();
// Muestra una notificación de texto por pantalla;
void showText(std::string text);
// Indica si hay notificaciones activas
bool active();
};
#endif

View File

@@ -3,15 +3,23 @@
#include <iostream>
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY)
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
{
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->options = options;
this->asset = asset;
gameCanvasWidth = gameInternalResX;
gameCanvasHeight = gameInternalResY;
// Crea los objetos
notify = new Notify(renderer, asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"), options);
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
borderWidth = options->borderWidth * 2;
borderHeight = options->borderHeight * 2;
notificationLogicalWidth = gameCanvasWidth;
notificationLogicalHeight = gameCanvasHeight;
iniFade();
iniSpectrumFade();
@@ -22,20 +30,24 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, i
// Crea la textura donde se dibujan los graficos del juego
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
if (gameCanvas == nullptr)
{
if (options->console)
{
std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Establece el modo de video
setVideoMode(options->fullScreenMode);
setVideoMode(options->videoMode);
// Calcula los anclajes
anchor.left = 0;
anchor.right = gameCanvasWidth;
anchor.center = gameCanvasWidth / 2;
anchor.top = 0;
anchor.bottom = gameCanvasHeight;
anchor.middle = gameCanvasHeight / 2;
// Inicializa variables
notifyActive = false;
}
// Destructor
Screen::~Screen()
{
delete notify;
}
// Limpia la pantalla
@@ -64,107 +76,111 @@ void Screen::blit()
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
// Dibuja las notificaciones
renderNotifications();
// Muestra por pantalla el renderizador
SDL_RenderPresent(renderer);
}
// Establece el modo de video
void Screen::setVideoMode(int fullScreenMode)
void Screen::setVideoMode(int videoMode)
{
// Muestra el puntero
SDL_ShowCursor(SDL_ENABLE);
// Aplica el modo de video
SDL_SetWindowFullscreen(window, fullScreenMode);
SDL_SetWindowFullscreen(window, videoMode);
// Si está activo el modo ventana quita el borde
if (fullScreenMode == 0)
if (videoMode == 0)
{
if (options->borderEnabled)
{
const int incWidth = gameCanvasWidth * options->borderSize;
const int incHeight = gameCanvasHeight * options->borderSize;
screenWidth = gameCanvasWidth + incWidth;
screenHeight = gameCanvasHeight + incHeight;
dest = {0 + (incWidth / 2), 0 + (incHeight / 2), gameCanvasWidth, gameCanvasHeight};
windowWidth = gameCanvasWidth + borderWidth;
windowHeight = gameCanvasHeight + borderHeight;
dest = {0 + (borderWidth / 2), 0 + (borderHeight / 2), gameCanvasWidth, gameCanvasHeight};
}
else
{
screenWidth = gameCanvasWidth;
screenHeight = gameCanvasHeight;
windowWidth = gameCanvasWidth;
windowHeight = gameCanvasHeight;
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
}
// Modifica el tamaño del renderizador y de la ventana
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
SDL_SetWindowSize(window, screenWidth * options->windowSize, screenHeight * options->windowSize);
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
}
// Si está activo el modo de pantalla completa añade el borde
else if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
else if (videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
// Oculta el puntero
SDL_ShowCursor(SDL_DISABLE);
// Obten el alto y el ancho de la ventana
SDL_GetWindowSize(window, &screenWidth, &screenHeight);
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
// Aplica el escalado al rectangulo donde se pinta la textura del juego
if (options->integerScale)
{
// Calcula el tamaño de la escala máxima
int scale = 0;
while (((gameCanvasWidth * (scale + 1)) <= screenWidth) && ((gameCanvasHeight * (scale + 1)) <= screenHeight))
while (((gameCanvasWidth * (scale + 1)) <= windowWidth) && ((gameCanvasHeight * (scale + 1)) <= windowHeight))
{
scale++;
}
dest.w = gameCanvasWidth * scale;
dest.h = gameCanvasHeight * scale;
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
}
else if (options->keepAspect)
{
float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
if ((screenWidth - gameCanvasWidth) >= (screenHeight - gameCanvasHeight))
if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight))
{
dest.h = screenHeight;
dest.w = (int)((screenHeight * ratio) + 0.5f);
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
dest.h = windowHeight;
dest.w = (int)((windowHeight * ratio) + 0.5f);
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
}
else
{
dest.w = screenWidth;
dest.h = (int)((screenWidth / ratio) + 0.5f);
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
dest.w = windowWidth;
dest.h = (int)((windowWidth / ratio) + 0.5f);
dest.x = (windowWidth - dest.w) / 2;
dest.y = (windowHeight - dest.h) / 2;
}
}
else
{
dest.w = screenWidth;
dest.h = screenHeight;
dest.w = windowWidth;
dest.h = windowHeight;
dest.x = dest.y = 0;
}
// Modifica el tamaño del renderizador
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
}
// Actualiza el valor de la variable
options->fullScreenMode = fullScreenMode;
// Actualiza las opciones
options->videoMode = videoMode;
options->screen.windowWidth = windowWidth;
options->screen.windowHeight = windowHeight;
// Establece el tamaño de las notificaciones
setNotificationSize();
}
// Camibia entre pantalla completa y ventana
void Screen::switchVideoMode()
{
if (options->fullScreenMode == 0)
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else
{
options->fullScreenMode = 0;
}
setVideoMode(options->fullScreenMode);
options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
setVideoMode(options->videoMode);
}
// Cambia el tamaño de la ventana
@@ -187,9 +203,15 @@ void Screen::setBlendMode(SDL_BlendMode blendMode)
}
// Establece el tamaño del borde
void Screen::setBorderSize(float s)
void Screen::setBorderWidth(int s)
{
options->borderSize = s;
options->borderWidth = s;
}
// Establece el tamaño del borde
void Screen::setBorderHeight(int s)
{
options->borderHeight = s;
}
// Establece si se ha de ver el borde en el modo ventana
@@ -322,7 +344,7 @@ void Screen::renderSpectrumFade()
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
const int max = spectrumColor.size() - 1;
const int index = max + (0 - max) * step;
const color_t c = spectrumColor.at(index);
const color_t c = spectrumColor[index];
SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
}
@@ -339,3 +361,53 @@ void Screen::renderFX()
renderFade();
renderSpectrumFade();
}
// Actualiza el notificador
void Screen::updateNotifier()
{
notify->update();
notifyActive = notify->active();
}
// Muestra una notificación de texto por pantalla;
void Screen::showNotification(std::string text)
{
notify->showText(text);
}
// Dibuja las notificaciones
void Screen::renderNotifications()
{
if (!notifyActive)
{
return;
}
//SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
notify->render();
//SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
}
// Establece el tamaño de las notificaciones
void Screen::setNotificationSize()
{
if (options->videoMode == 0)
{
if (options->windowSize == 3)
{
notificationLogicalWidth = (windowWidth * 3) / 2;
notificationLogicalHeight = (windowHeight * 3) / 2;
}
else
{
notificationLogicalWidth = windowWidth * 2;
notificationLogicalHeight = windowHeight * 2;
}
}
if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
notificationLogicalWidth = windowWidth / 3;
notificationLogicalHeight = windowHeight / 3;
}
}

View File

@@ -1,6 +1,8 @@
#pragma once
#include <SDL2/SDL.h>
#include "asset.h"
#include "notify.h"
#include "utils.h"
#include <vector>
@@ -10,34 +12,29 @@
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
struct anchor_t
{
int left; // Parte izquierda de la pantalla de juego
int right; // Parte drecha de la pantalla de juego
int center; // Parte central horizontal de la pantalla de juego
int top; // Parte superior de la pantalla de juego
int bottom; // Parte infoerior de la pantalla de juego
int middle; // Parte central vertical de la pantalla de juego
};
// Clase Screen
class Screen
{
private:
// Objetos y punteros
SDL_Window *window; // Ventana de la aplicación
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con el listado de recursos
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
options_t *options; // Variable con todas las opciones del programa
Notify *notify; // Dibuja notificaciones por pantalla
// Variables
int screenWidth; // Ancho de la pantalla o ventana
int screenHeight; // Alto de la pantalla o ventana
int windowWidth; // Ancho de la pantalla o ventana
int windowHeight; // Alto de la pantalla o ventana
int gameCanvasWidth; // Resolución interna del juego. Es el ancho de la textura donde se dibuja el juego
int gameCanvasHeight; // Resolución interna del juego. Es el alto de la textura donde se dibuja el juego
anchor_t anchor; // Variable con los anclajes de la pantalla
int borderWidth; // Anchura del borde
int borderHeight; // Anltura del borde
SDL_Rect dest; // Coordenadas donde se va a dibujar la textura del juego sobre la pantalla o ventana
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
bool notifyActive; // Indica si hay notificaciones activas
int notificationLogicalWidth; // Ancho lógico de las notificaciones en relación al tamaño de pantalla
int notificationLogicalHeight; // Alto lógico de las notificaciones en relación al tamaño de pantalla
// Variables - Efectos
bool fade; // Indica si esta activo el efecto de fade
@@ -66,9 +63,18 @@ private:
// Dibuja el spectrum fade
void renderSpectrumFade();
// Dibuja las notificaciones
void renderNotifications();
// Establece el tamaño de las notificaciones
void setNotificationSize();
public:
// Constructor
Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY);
Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options);
// Destructor
~Screen();
// Limpia la pantalla
void clean(color_t color = {0x00, 0x00, 0x00});
@@ -80,7 +86,7 @@ public:
void blit();
// Establece el modo de video
void setVideoMode(int fullScreenMode);
void setVideoMode(int videoMode);
// Camibia entre pantalla completa y ventana
void switchVideoMode();
@@ -95,7 +101,8 @@ public:
void setBlendMode(SDL_BlendMode blendMode);
// Establece el tamaño del borde
void setBorderSize(float s);
void setBorderWidth(int s);
void setBorderHeight(int s);
// Establece si se ha de ver el borde en el modo ventana
void setBorderEnabled(bool value);
@@ -120,6 +127,12 @@ public:
// Dibuja los efectos
void renderFX();
// Actualiza el notificador
void updateNotifier();
// Muestra una notificación de texto por pantalla;
void showNotification(std::string text);
};
#endif

View File

@@ -18,7 +18,7 @@ Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *rende
this->texture = texture;
// Establece el rectangulo de donde coger la imagen
spriteClip = {x, y, w, h};
spriteClip = {0, 0, w, h};
// Inicializa variables
enabled = true;
@@ -27,12 +27,12 @@ Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *rende
Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
{
// Establece la posición X,Y del sprite
x = rect.x;
y = rect.y;
this->x = rect.x;
this->y = rect.y;
// Establece el alto y el ancho del sprite
w = rect.w;
h = rect.h;
this->w = rect.w;
this->h = rect.h;
// Establece el puntero al renderizador de la ventana
this->renderer = renderer;
@@ -41,7 +41,7 @@ Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
this->texture = texture;
// Establece el rectangulo de donde coger la imagen
spriteClip = {x, y, w, h};
spriteClip = {0, 0, w, h};
// Inicializa variables
enabled = true;
@@ -83,8 +83,8 @@ int Sprite::getHeight()
// Establece la posición del objeto
void Sprite::setPos(SDL_Rect rect)
{
x = rect.x;
y = rect.y;
this->x = rect.x;
this->y = rect.y;
}
// Establece el valor de la variable
@@ -166,6 +166,12 @@ void Sprite::setRenderer(SDL_Renderer *renderer)
this->renderer = renderer;
}
// Obten el valor de la variable
SDL_Renderer *Sprite::getRenderer()
{
return renderer;
}
// Establece el valor de la variable
void Sprite::setEnabled(bool value)
{

View File

@@ -81,6 +81,9 @@ public:
// Establece el valor de la variable
void setRenderer(SDL_Renderer *renderer);
// Obten el valor de la variable
SDL_Renderer *getRenderer();
// Establece el valor de la variable
void setEnabled(bool value);

View File

@@ -94,6 +94,9 @@ Text::Text(std::string textFile, Texture *texture, SDL_Renderer *renderer)
// Crea los objetos
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
}
// Constructor
@@ -111,6 +114,9 @@ Text::Text(textFile_t *textFile, Texture *texture, SDL_Renderer *renderer)
// Crea los objetos
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
}
// Destructor
@@ -133,7 +139,8 @@ void Text::write(int x, int y, std::string text, int kerning, int lenght)
sprite->setPosX(x + shift);
sprite->setPosY(y);
sprite->render();
shift += (offset[int(text[i])].w + kerning);
// shift += (offset[int(text[i])].w + kerning);
shift += fixedWidth ? boxWidth : (offset[int(text[i])].w + kerning);
}
}
@@ -226,3 +233,9 @@ void Text::reLoadTexture()
{
sprite->getTexture()->reLoad();
}
// Establece si se usa un tamaño fijo de letra
void Text::setFixedWidth(bool value)
{
fixedWidth = value;
}

View File

@@ -38,6 +38,7 @@ private:
// Variables
int boxWidth; // Anchura de la caja de cada caracter en el png
int boxHeight; // Altura de la caja de cada caracter en el png
bool fixedWidth; // Indica si el texto se ha de escribir con longitud fija en todas las letras
offset_t offset[128]; // Vector con las posiciones y ancho de cada letra
public:
@@ -71,6 +72,9 @@ public:
// Recarga la textura
void reLoadTexture();
// Establece si se usa un tamaño fijo de letra
void setFixedWidth(bool value);
};
#endif

View File

@@ -103,6 +103,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbos
}
// Return success
stbi_image_free(data);
texture = newTexture;
return texture != nullptr;
}

View File

@@ -294,28 +294,6 @@ SDL_Point checkCollision(d_line_t &l1, v_line_t &l2)
return {-1, -1};
}
// Detector de colisiones entre una linea diagonal y una vertical
/*bool checkCollision(d_line_t &l1, v_line_t &l2)
{
// Normaliza la linea diagonal
normalizeLine(l1);
// Comprueba si la linea vertical esta a la izquierda de la linea diagonal
if (l2.x < l1.x1)
{
return false;
}
// Comprueba si la linea vertical esta a la derecha de la linea diagonal
if (l2.x > l1.x2)
{
return false;
}
// Inacabada
return true;
}*/
// Normaliza una linea diagonal
void normalizeLine(d_line_t &l)
{
@@ -367,16 +345,6 @@ bool checkCollision(SDL_Point &p, d_line_t &l)
// En caso contrario, el punto está en la linea
return true;
/*const int m = (l.y2 - l.y1) / (l.x2 - l.x1);
const int c = 0;
// Comprueba si p cumple la ecuación de la linea
if (p.y == ((m * p.x) + c))
return true;
return false;*/
}
// Devuelve un color_t a partir de un string

View File

@@ -54,6 +54,33 @@ enum palette_e
p_zxarne
};
// Posiciones de las notificaciones
enum not_pos_e
{
pos_top,
pos_bottom,
pos_left,
pos_middle,
pos_right
};
// Tipos de control de teclado
enum ctrl_schem_e
{
ctrl_cursor,
ctrl_opqa,
ctrl_wasd
};
// Estructura para las opciones de las notificaciones
struct op_notification_t
{
not_pos_e posH; // Ubicación de las notificaciones en pantalla
not_pos_e posV; // Ubicación de las notificaciones en pantalla
bool sound; // Indica si las notificaciones suenan
color_t color; // Color de las notificaciones
};
// Estructura para saber la seccion y subseccion del programa
struct section_t
{
@@ -70,22 +97,56 @@ struct cheat_t
bool altSkin; // Indicxa si se usa una skin diferente para el jugador
};
// Estructura para el servicio online
struct online_t
{
bool enabled; // Indica si se quiere usar el modo online o no
bool sessionEnabled; // Indica ya se ha hecho login
std::string server; // Servidor para los servicios online
int port; // Puerto del servidor
std::string gameID; // Identificador del juego para los servicios online
std::string jailerID; // Identificador del jugador para los servicios online
int score; // Puntuación almacenada online
};
// Estructura para almacenar estadísticas
struct op_stats_t
{
int rooms; // Cantidad de habitaciones visitadas
int items; // Cantidad de items obtenidos
std::string worstNightmare; // Habitación con más muertes acumuladas
};
// Estructura con opciones de la pantalla
struct op_screen_t
{
int windowWidth; // Ancho de la ventana
int windowHeight; // Alto de la ventana
};
// Estructura con todas las opciones de configuración del programa
struct options_t
{
Uint32 fullScreenMode; // Contiene el valor del modo de pantalla completa
std::string configVersion; // Versión del programa. Sirve para saber si las opciones son compatibles
Uint32 videoMode; // Contiene el valor del modo de pantalla completa
int windowSize; // Contiene el valor por el que se multiplica el tamaño de la ventana
Uint32 filter; // Filtro usado para el escalado de la imagen
bool vSync; // Indica si se quiere usar vsync o no
int screenWidth; // Ancho de la pantalla o ventana
int screenHeight; // Alto de la pantalla o ventana
int gameWidth; // Ancho de la resolucion nativa del juego
int gameHeight; // Alto de la resolucion nativa del juego
bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana
float borderSize; // Porcentaje de borde que se añade a lo ventana
int borderWidth; // Cantidad de pixels que se añade en el borde de la ventana
int borderHeight; // Cantidad de pixels que se añade en el borde de la ventana
palette_e palette; // Paleta de colores a usar en el juego
bool console; // Indica si ha de mostrar información por la consola de texto
cheat_t cheat; // Contiene trucos y ventajas para el juego
op_stats_t stats; // Datos con las estadisticas de juego
online_t online; // Datos del servicio online
op_notification_t notifications; // Opciones relativas a las notificaciones;
op_screen_t screen; // Opciones relativas a la clase screen
ctrl_schem_e keys; // Teclas usadas para jugar
};
// Calcula el cuadrado de la distancia entre dos puntos

View File

@@ -57,7 +57,8 @@ const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
#define SECTION_PROG_GAME_OVER 6
#define SECTION_PROG_ENDING 7
#define SECTION_PROG_ENDING2 8
#define SECTION_PROG_QUIT 9
#define SECTION_PROG_ENTER_ID 9
#define SECTION_PROG_QUIT 10
// Subsecciones
#define SUBSECTION_LOGO_TO_INTRO 0

View File

@@ -133,6 +133,20 @@ void Credits::checkEventHandler()
// Inicializa los textos
void Credits::iniTexts()
{
std::string keys = "";
if (options->keys == ctrl_cursor)
{
keys = "CURSORS";
}
else if (options->keys == ctrl_opqa)
{
keys = "O,P AND Q";
}
else
{
keys = "A,D AND W";
}
texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
@@ -145,9 +159,9 @@ void Credits::iniTexts()
texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({keys + " TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"P TO PAUSE THE GAME", stringToColor(options->palette, "white")});
texts.push_back({"H TO HOLD/PAUSE THE GAME", stringToColor(options->palette, "white")});
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"B TO SWITCH THE BORDER SCREEN", stringToColor(options->palette, "white")});
@@ -186,7 +200,7 @@ void Credits::fillTexture()
}
// Escribe el corazón
const int textLenght = text->lenght(texts.at(22).label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int textLenght = text->lenght(texts[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
@@ -264,6 +278,9 @@ void Credits::update()
// Actualiza el contador
updateCounter();
// Actualiza las notificaciones
screen->updateNotifier();
// Actualiza el sprite con el brillo
if (counter > 770)
{
@@ -315,14 +332,6 @@ section_t Credits::run()
// Cambia la paleta
void Credits::switchPalette()
{
if (options->palette == p_zxspectrum)
{
options->palette = p_zxarne;
}
else
{
options->palette = p_zxspectrum;
}
options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
fillTexture();
}

View File

@@ -14,69 +14,8 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
rooms.push_back("31.room");
rooms.push_back("44.room");
// rooms.push_back("01.room");
// rooms.push_back("02.room");
// rooms.push_back("03.room");
// rooms.push_back("04.room");
// rooms.push_back("05.room");
// rooms.push_back("06.room");
// rooms.push_back("07.room");
// rooms.push_back("08.room");
// rooms.push_back("09.room");
// rooms.push_back("10.room");
// rooms.push_back("11.room");
// rooms.push_back("12.room");
// rooms.push_back("13.room");
// rooms.push_back("14.room");
// rooms.push_back("15.room");
// rooms.push_back("16.room");
// rooms.push_back("17.room");
// rooms.push_back("18.room");
// rooms.push_back("19.room");
// rooms.push_back("20.room");
// rooms.push_back("21.room");
// rooms.push_back("22.room");
// rooms.push_back("23.room");
// rooms.push_back("24.room");
// rooms.push_back("25.room");
// rooms.push_back("26.room");
// rooms.push_back("27.room");
// rooms.push_back("28.room");
// rooms.push_back("29.room");
// rooms.push_back("30.room");
// rooms.push_back("31.room");
// rooms.push_back("32.room");
// rooms.push_back("33.room");
// rooms.push_back("34.room");
// rooms.push_back("35.room");
// rooms.push_back("36.room");
// rooms.push_back("37.room");
// rooms.push_back("38.room");
// rooms.push_back("39.room");
// rooms.push_back("40.room");
// rooms.push_back("41.room");
// rooms.push_back("42.room");
// rooms.push_back("43.room");
// rooms.push_back("44.room");
// rooms.push_back("45.room");
// rooms.push_back("46.room");
// rooms.push_back("47.room");
// rooms.push_back("48.room");
// rooms.push_back("49.room");
// rooms.push_back("50.room");
// rooms.push_back("51.room");
// rooms.push_back("52.room");
// rooms.push_back("53.room");
// rooms.push_back("54.room");
// rooms.push_back("55.room");
// rooms.push_back("56.room");
// rooms.push_back("57.room");
// rooms.push_back("58.room");
// rooms.push_back("59.room");
// rooms.push_back("60.room");
roomIndex = 0;
currentRoom = rooms.at(roomIndex);
currentRoom = rooms[roomIndex];
// Copia los punteros
this->resource = resource;
@@ -101,7 +40,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
board.lives = 9;
board.items = 0;
board.rooms = 1;
board.jailEnabled = options->cheat.jailEnabled;
board.jailEnabled = false;
board.music = true;
setScoreBoardColor();
@@ -214,6 +153,9 @@ void Demo::update()
scoreboard->update();
screen->updateFX();
checkRoomChange();
// Actualiza las notificaciones
screen->updateNotifier();
}
}
@@ -222,8 +164,8 @@ void Demo::render()
{
// Prepara para dibujar el frame
screen->start();
screen->clean(room->getBGColor());
// Dibuja los elementos del juego en orden
room->renderMap();
room->renderEnemies();
room->renderItems();
@@ -318,7 +260,7 @@ void Demo::checkRoomChange()
}
else
{
changeRoom(rooms.at(roomIndex));
changeRoom(rooms[roomIndex]);
}
}
}

View File

@@ -1,7 +1,15 @@
#include "director.h"
#include "common/jscore.h"
#include "common/utils.h"
#include "director.h"
#include <errno.h>
#include <iostream>
#include <string>
#include <sys/stat.h>
#include <unistd.h>
#ifndef _WIN32
#include <pwd.h>
#endif
// Constructor
Director::Director(int argc, char *argv[])
@@ -10,15 +18,18 @@ Director::Director(int argc, char *argv[])
section.subsection = SUBSECTION_LOGO_TO_INTRO;
#ifdef DEBUG
section.name = SECTION_PROG_GAME;
section.name = SECTION_PROG_LOGO;
#endif
// Crea e inicializa las opciones del programa
iniOptions();
initOptions();
// Comprueba los parametros del programa
checkProgramArguments(argc, argv);
// Crea la carpeta del sistema donde guardar datos
createSystemFolder();
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(executablePath);
asset->setVerbose(options->console);
@@ -26,7 +37,7 @@ Director::Director(int argc, char *argv[])
// Si falta algún fichero no inicia el programa
if (!setFileList())
{
section.name = SECTION_PROG_QUIT;
exit(EXIT_FAILURE);
}
// Inicializa variables desde el fichero de configuración
@@ -42,9 +53,8 @@ Director::Director(int argc, char *argv[])
resource = new Resource(renderer, asset, options);
input = new Input(asset->get("gamecontrollerdb.txt"));
initInput();
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
screen = new Screen(window, renderer, asset, options);
screen->setBorderColor(borderColor);
screen->setVideoMode(options->fullScreenMode);
debug = new Debug(renderer, screen, asset);
music = JA_LoadMusic(asset->get("title.ogg").c_str());
}
@@ -68,29 +78,87 @@ Director::~Director()
SDL_Quit();
}
// Inicializa los servicios online
void Director::initOnline()
{
if (options->online.jailerID == "")
{ // Jailer ID no definido
options->online.enabled = false;
}
else
{ // Jailer ID iniciado
if (options->online.enabled)
{ // Establece el servidor y el puerto
jscore::init(options->online.server, options->online.port);
const std::string caption = options->online.jailerID + " IS LOGGED IN";
screen->showNotification(caption);
if (options->console)
{
std::cout << caption << std::endl;
}
}
}
}
// Crea e inicializa las opciones del programa
void Director::iniOptions()
void Director::initOptions()
{
// Crea el puntero a la estructura de opciones
options = new options_t;
// Inicializa valores
options->fullScreenMode = 0;
// Version del archivo de configuración
options->configVersion = "v1.06.1";
// Opciones de control
options->keys = ctrl_cursor;
// Opciones de video
options->gameWidth = GAMECANVAS_WIDTH;
options->gameHeight = GAMECANVAS_HEIGHT;
options->videoMode = 0;
options->windowSize = 3;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->integerScale = true;
options->keepAspect = true;
options->borderEnabled = true;
options->borderSize = 0.1f;
options->borderWidth = 32;
options->borderHeight = 24;
options->palette = p_zxspectrum;
#ifdef GAME_CONSOLE
options->windowSize = 2;
#endif
// Estos valores no se guardan en el fichero de configuraci´ón
options->console = false;
options->cheat.infiniteLives = false;
options->cheat.invincible = false;
options->cheat.jailEnabled = false;
options->cheat.altSkin = false;
options->stats.rooms = 0;
options->stats.items = 0;
// Opciones online
options->online.enabled = true;
options->online.sessionEnabled = false;
options->online.server = "jaildoctor.duckdns.org";
options->online.port = 9911;
#ifdef DEBUG
options->online.gameID = "jaildoctors_dilemma_test";
#else
options->online.gameID = "jaildoctors_dilemma";
#endif
options->online.jailerID = "";
// Opciones de las notificaciones
options->notifications.posV = pos_top;
options->notifications.posH = pos_left;
options->notifications.sound = true;
options->notifications.color = {64, 64, 64};
}
// Comprueba los parametros del programa
@@ -135,6 +203,10 @@ bool Director::loadConfig()
// Indicador de éxito en la carga
bool success = true;
// Versión actual del fichero
const std::string configVersion = options->configVersion;
options->configVersion = "";
// Variables para manejar el fichero
std::string line;
std::ifstream file(asset->get("config.txt"));
@@ -181,19 +253,40 @@ bool Director::loadConfig()
saveConfig();
}
// Si la versión de fichero no coincide, crea un fichero nuevo con los valores por defecto
if (configVersion != options->configVersion)
{
initOptions();
saveConfig();
}
// Normaliza los valores
const bool a = options->videoMode == 0;
const bool b = options->videoMode == SDL_WINDOW_FULLSCREEN;
const bool c = options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP;
if (!(a || b || c))
{
options->videoMode = 0;
}
if (options->windowSize < 1 || options->windowSize > 4)
{
options->windowSize = 3;
}
// Aplica opciones
if (options->borderEnabled)
{
const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize;
options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize;
}
else
{
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
}
// if (options->borderEnabled)
//{
// const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
// const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
// options->gameWidth = GAMECANVAS_WIDTH + incWidth;
// options->gameHeight = GAMECANVAS_HEIGHT + incHeight;
//}
// else
//{
// options->gameWidth = GAMECANVAS_WIDTH;
// options->gameHeight = GAMECANVAS_HEIGHT;
//}
return success;
}
@@ -206,20 +299,54 @@ bool Director::saveConfig()
// Crea y abre el fichero de texto
std::ofstream file(asset->get("config.txt"));
if (file.good())
{
if (options->console)
{
std::cout << asset->get("config.txt") << " open for writing" << std::endl;
}
}
else
{
if (options->console)
{
std::cout << asset->get("config.txt") << " can't be opened" << std::endl;
}
}
// Escribe en el fichero
if (options->fullScreenMode == 0)
file << "## VERSION\n";
file << "configVersion=" + options->configVersion + "\n";
file << "\n## CONTROL OPTIONS\n";
file << "## keys = CURSOR | OPQA | WASD\n";
if (options->keys == ctrl_cursor)
{
file << "fullScreenMode=0\n";
file << "keys=CURSOR\n";
}
else if (options->keys == ctrl_opqa)
{
file << "keys=OPQA\n";
}
else if (options->keys == ctrl_wasd)
{
file << "keys=WASD\n";
}
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN)
file << "\n## VISUAL OPTIONS\n";
if (options->videoMode == 0)
{
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
file << "videoMode=0\n";
}
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
else if (options->videoMode == SDL_WINDOW_FULLSCREEN)
{
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
file << "videoMode=SDL_WINDOW_FULLSCREEN\n";
}
else if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
file << "videoMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
}
file << "windowSize=" + std::to_string(options->windowSize) + "\n";
@@ -237,15 +364,104 @@ bool Director::saveConfig()
file << "integerScale=" + boolToString(options->integerScale) + "\n";
file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
file << "borderSize=" + std::to_string(options->borderSize) + "\n";
file << "borderWidth=" + std::to_string(options->borderWidth) + "\n";
file << "borderHeight=" + std::to_string(options->borderHeight) + "\n";
file << "palette=" + std::to_string(options->palette) + "\n";
file << "\n## ONLINE OPTIONS\n";
file << "enabled=" + boolToString(options->online.enabled) + "\n";
file << "server=" + options->online.server + "\n";
file << "port=" + std::to_string(options->online.port) + "\n";
file << "jailerID=" + options->online.jailerID + "\n";
file << "\n## NOTIFICATION OPTIONS\n";
file << "## notifications.posV = pos_top | pos_bottom\n";
if (options->notifications.posV == pos_top)
{
file << "notifications.posV=pos_top\n";
}
else
{
file << "notifications.posV=pos_bottom\n";
}
file << "## notifications.posH = pos_left | pos_middle | pos_right\n";
if (options->notifications.posH == pos_left)
{
file << "notifications.posH=pos_left\n";
}
else if (options->notifications.posH == pos_middle)
{
file << "notifications.posH=pos_middle\n";
}
else
{
file << "notifications.posH=pos_right\n";
}
file << "notifications.sound=" + boolToString(options->notifications.sound) + "\n";
// Cierra el fichero
file.close();
return success;
}
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder()
{
#ifdef DEBUG
const std::string folderName = "jaildoctors_dilemma_debug";
#else
const std::string folderName = "jaildoctors_dilemma";
#endif
#ifdef _WIN32
systemFolder = std::string(getenv("APPDATA")) + "/" + folderName;
#elif __APPLE__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/Library/Application Support/" + folderName;
#elif __linux__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/." + folderName;
#endif
struct stat st = {0};
if (stat(systemFolder.c_str(), &st) == -1)
{
errno = 0;
#ifdef _WIN32
int ret = mkdir(systemFolder.c_str());
#else
int ret = mkdir(systemFolder.c_str(), S_IRWXU);
#endif
if (ret == -1)
{
switch (errno)
{
case EACCES:
printf("the parent directory does not allow write");
exit(EXIT_FAILURE);
case EEXIST:
printf("pathname already exists");
exit(EXIT_FAILURE);
case ENAMETOOLONG:
printf("pathname is too long");
exit(EXIT_FAILURE);
default:
perror("mkdir");
exit(EXIT_FAILURE);
}
}
}
}
// Carga los recursos
void Director::loadResources(section_t section)
{
@@ -349,9 +565,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png");
textureList.push_back("abad_bell.png");
textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png");
textureList.push_back("arounder_stop.png");
textureList.push_back("arounder_walk.png");
textureList.push_back("flying_arounder.png");
textureList.push_back("stopped_arounder.png");
textureList.push_back("walking_arounder.png");
textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png");
textureList.push_back("bat.png");
@@ -370,14 +586,14 @@ void Director::loadResources(section_t section)
textureList.push_back("demon.png");
textureList.push_back("heavy.png");
textureList.push_back("dimallas.png");
textureList.push_back("diskette.png");
textureList.push_back("floppy.png");
textureList.push_back("dong.png");
textureList.push_back("guitar.png");
textureList.push_back("jb_alien.png");
textureList.push_back("jb_human.png");
textureList.push_back("jailer.png");
textureList.push_back("jailer2.png");
textureList.push_back("jailer3.png");
textureList.push_back("jailbattle_alien.png");
textureList.push_back("jailbattle_human.png");
textureList.push_back("jailer_#1.png");
textureList.push_back("jailer_#2.png");
textureList.push_back("jailer_#3.png");
textureList.push_back("jeannine.png");
textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png");
@@ -385,7 +601,7 @@ void Director::loadResources(section_t section)
textureList.push_back("matatunos.png");
textureList.push_back("mummy.png");
textureList.push_back("paco.png");
textureList.push_back("printer.png");
textureList.push_back("elsa.png");
textureList.push_back("qvoid.png");
textureList.push_back("sam.png");
textureList.push_back("sigmasua.png");
@@ -412,9 +628,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani");
animationList.push_back("abad_bell.ani");
animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani");
animationList.push_back("arounder_stop.ani");
animationList.push_back("arounder_walk.ani");
animationList.push_back("flying_arounder.ani");
animationList.push_back("stopped_arounder.ani");
animationList.push_back("walking_arounder.ani");
animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani");
animationList.push_back("bat.ani");
@@ -433,14 +649,14 @@ void Director::loadResources(section_t section)
animationList.push_back("demon.ani");
animationList.push_back("heavy.ani");
animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani");
animationList.push_back("floppy.ani");
animationList.push_back("dong.ani");
animationList.push_back("guitar.ani");
animationList.push_back("jb_alien.ani");
animationList.push_back("jb_human.ani");
animationList.push_back("jailer.ani");
animationList.push_back("jailer2.ani");
animationList.push_back("jailer3.ani");
animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jailbattle_human.ani");
animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer_#3.ani");
animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani");
@@ -448,7 +664,7 @@ void Director::loadResources(section_t section)
animationList.push_back("matatunos.ani");
animationList.push_back("mummy.ani");
animationList.push_back("paco.ani");
animationList.push_back("printer.ani");
animationList.push_back("elsa.ani");
animationList.push_back("qvoid.ani");
animationList.push_back("sam.ani");
animationList.push_back("sigmasua.ani");
@@ -523,9 +739,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png");
textureList.push_back("aerojailer.png");
textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png");
textureList.push_back("arounder_stop.png");
textureList.push_back("arounder_walk.png");
textureList.push_back("flying_arounder.png");
textureList.push_back("stopped_arounder.png");
textureList.push_back("walking_arounder.png");
textureList.push_back("arounder.png");
textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png");
@@ -544,15 +760,15 @@ void Director::loadResources(section_t section)
textureList.push_back("crosshair.png");
textureList.push_back("demon.png");
textureList.push_back("dimallas.png");
textureList.push_back("diskette.png");
textureList.push_back("floppy.png");
textureList.push_back("dong.png");
textureList.push_back("guitar.png");
textureList.push_back("heavy.png");
textureList.push_back("jailer.png");
textureList.push_back("jailer2.png");
textureList.push_back("jailer3.png");
textureList.push_back("jb_alien.png");
textureList.push_back("jb_human.png");
textureList.push_back("jailer_#1.png");
textureList.push_back("jailer_#2.png");
textureList.push_back("jailer_#3.png");
textureList.push_back("jailbattle_alien.png");
textureList.push_back("jailbattle_human.png");
textureList.push_back("jeannine.png");
textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png");
@@ -560,7 +776,7 @@ void Director::loadResources(section_t section)
textureList.push_back("mummy.png");
textureList.push_back("paco.png");
textureList.push_back("pepe_rosita_job.png");
textureList.push_back("printer.png");
textureList.push_back("elsa.png");
textureList.push_back("qvoid.png");
textureList.push_back("robot.png");
textureList.push_back("sam.png");
@@ -604,9 +820,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani");
animationList.push_back("aerojailer.ani");
animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani");
animationList.push_back("arounder_stop.ani");
animationList.push_back("arounder_walk.ani");
animationList.push_back("flying_arounder.ani");
animationList.push_back("stopped_arounder.ani");
animationList.push_back("walking_arounder.ani");
animationList.push_back("arounder.ani");
animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani");
@@ -625,15 +841,15 @@ void Director::loadResources(section_t section)
animationList.push_back("crosshair.ani");
animationList.push_back("demon.ani");
animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani");
animationList.push_back("floppy.ani");
animationList.push_back("dong.ani");
animationList.push_back("guitar.ani");
animationList.push_back("heavy.ani");
animationList.push_back("jailer.ani");
animationList.push_back("jailer2.ani");
animationList.push_back("jailer3.ani");
animationList.push_back("jb_alien.ani");
animationList.push_back("jb_human.ani");
animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer_#3.ani");
animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jailbattle_human.ani");
animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani");
@@ -641,7 +857,7 @@ void Director::loadResources(section_t section)
animationList.push_back("mummy.ani");
animationList.push_back("paco.ani");
animationList.push_back("pepe_rosita_job.ani");
animationList.push_back("printer.ani");
animationList.push_back("elsa.ani");
animationList.push_back("qvoid.ani");
animationList.push_back("robot.ani");
animationList.push_back("sam.ani");
@@ -810,19 +1026,40 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
// Indicador de éxito en la asignación
bool success = true;
if (var == "fullScreenMode")
if (var == "configVersion")
{
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
options->configVersion = value;
}
else if (value == "SDL_WINDOW_FULLSCREEN")
else if (var == "keys")
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN;
if (value == "OPQA")
{
options->keys = ctrl_opqa;
}
else if (value == "WASD")
{
options->keys = ctrl_wasd;
}
else
{
options->fullScreenMode = 0;
options->keys = ctrl_cursor;
}
}
else if (var == "videoMode")
{
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
{
options->videoMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else if (value == "SDL_WINDOW_FULLSCREEN")
{
options->videoMode = SDL_WINDOW_FULLSCREEN;
}
else
{
options->videoMode = 0;
}
}
@@ -867,13 +1104,14 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->borderEnabled = stringToBool(value);
}
else if (var == "borderSize")
else if (var == "borderWidth")
{
options->borderSize = std::stof(value);
if (options->borderSize < 0.0f || options->borderSize > 0.5f)
{
options->borderSize = 0.1f;
options->borderWidth = std::stoi(value);
}
else if (var == "borderHeight")
{
options->borderHeight = std::stoi(value);
}
else if (var == "palette")
@@ -891,7 +1129,64 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
}
}
else if (var == "")
else if (var == "enabled")
{
options->online.enabled = stringToBool(value);
}
else if (var == "server")
{
options->online.server = value;
}
else if (var == "port")
{
if (value == "")
{
value = "0";
}
options->online.port = std::stoi(value);
}
else if (var == "jailerID")
{
options->online.jailerID = value;
}
else if (var == "notifications.posH")
{
if (value == "pos_left")
{
options->notifications.posH = pos_left;
}
else if (value == "pos_middle")
{
options->notifications.posH = pos_middle;
}
else
{
options->notifications.posH = pos_right;
}
}
else if (var == "notifications.posV")
{
if (value == "pos_top")
{
options->notifications.posV = pos_top;
}
else
{
options->notifications.posV = pos_bottom;
}
}
else if (var == "notifications.sound")
{
options->notifications.sound = stringToBool(value);
}
else if (var == "" || var.substr(0, 1) == "#")
{
}
@@ -913,10 +1208,26 @@ void Director::initInput()
input->discoverGameController();
// Asigna inputs a teclas
if (options->keys == ctrl_cursor)
{
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
}
else if (options->keys == ctrl_opqa)
{
input->bindKey(INPUT_UP, SDL_SCANCODE_Q);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_O);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_P);
}
else if (options->keys == ctrl_wasd)
{
input->bindKey(INPUT_UP, SDL_SCANCODE_W);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_A);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_D);
}
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
@@ -924,14 +1235,14 @@ void Director::initInput()
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_START);
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
}
@@ -971,7 +1282,15 @@ bool Director::initSDL()
}
// Crea la ventana
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
int incW = 0;
int incH = 0;
if (options->borderEnabled)
{
incW = options->borderWidth * 2;
incH = options->borderHeight * 2;
}
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == nullptr)
{
if (options->console)
@@ -1006,7 +1325,7 @@ bool Director::initSDL()
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
SDL_RenderSetLogicalSize(renderer, options->gameWidth, options->gameHeight);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
@@ -1036,9 +1355,13 @@ bool Director::setFileList()
asset->add(prefix + "/data/font/debug.png", t_font);
asset->add(prefix + "/data/font/debug.txt", t_font);
// Configuración
// Datos
asset->add(prefix + "/data/input/gamecontrollerdb.txt", t_data);
asset->add(prefix + "/data/config/config.txt", t_data, false);
// Ficheros de sistema
asset->add(systemFolder + "/config.txt", t_data, false, true);
asset->add(systemFolder + "/stats_buffer.csv", t_data, false, true);
asset->add(systemFolder + "/stats.csv", t_data, false, true);
// Habitaciones
asset->add(prefix + "/data/room/01.room", t_room);
@@ -1175,12 +1498,12 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/abad.png", t_bitmap);
asset->add(prefix + "/data/enemies/amstrad_cs.ani", t_data);
asset->add(prefix + "/data/enemies/amstrad_cs.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_fly.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_fly.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_stop.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_stop.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_walk.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_walk.png", t_bitmap);
asset->add(prefix + "/data/enemies/flying_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/flying_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/stopped_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/stopped_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/walking_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/walking_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounders_door.ani", t_data);
asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data);
@@ -1215,24 +1538,24 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/demon.png", t_bitmap);
asset->add(prefix + "/data/enemies/dimallas.ani", t_data);
asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap);
asset->add(prefix + "/data/enemies/diskette.ani", t_data);
asset->add(prefix + "/data/enemies/diskette.png", t_bitmap);
asset->add(prefix + "/data/enemies/floppy.ani", t_data);
asset->add(prefix + "/data/enemies/floppy.png", t_bitmap);
asset->add(prefix + "/data/enemies/dong.ani", t_data);
asset->add(prefix + "/data/enemies/dong.png", t_bitmap);
asset->add(prefix + "/data/enemies/guitar.ani", t_data);
asset->add(prefix + "/data/enemies/guitar.png", t_bitmap);
asset->add(prefix + "/data/enemies/heavy.ani", t_data);
asset->add(prefix + "/data/enemies/heavy.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer.ani", t_data);
asset->add(prefix + "/data/enemies/jailer.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer2.ani", t_data);
asset->add(prefix + "/data/enemies/jailer2.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer3.ani", t_data);
asset->add(prefix + "/data/enemies/jailer3.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_alien.ani", t_data);
asset->add(prefix + "/data/enemies/jb_alien.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_human.ani", t_data);
asset->add(prefix + "/data/enemies/jb_human.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer_#1.ani", t_data);
asset->add(prefix + "/data/enemies/jailer_#1.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer_#2.ani", t_data);
asset->add(prefix + "/data/enemies/jailer_#2.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer_#3.ani", t_data);
asset->add(prefix + "/data/enemies/jailer_#3.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailbattle_alien.ani", t_data);
asset->add(prefix + "/data/enemies/jailbattle_alien.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailbattle_human.ani", t_data);
asset->add(prefix + "/data/enemies/jailbattle_human.png", t_bitmap);
asset->add(prefix + "/data/enemies/jeannine.ani", t_data);
asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap);
asset->add(prefix + "/data/enemies/lamp.ani", t_data);
@@ -1245,8 +1568,8 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/mummy.png", t_bitmap);
asset->add(prefix + "/data/enemies/paco.ani", t_data);
asset->add(prefix + "/data/enemies/paco.png", t_bitmap);
asset->add(prefix + "/data/enemies/printer.ani", t_data);
asset->add(prefix + "/data/enemies/printer.png", t_bitmap);
asset->add(prefix + "/data/enemies/elsa.ani", t_data);
asset->add(prefix + "/data/enemies/elsa.png", t_bitmap);
asset->add(prefix + "/data/enemies/qvoid.ani", t_data);
asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap);
asset->add(prefix + "/data/enemies/robot.ani", t_data);
@@ -1332,6 +1655,7 @@ bool Director::setFileList()
asset->add(prefix + "/data/sound/jump22.wav", t_sound);
asset->add(prefix + "/data/sound/jump23.wav", t_sound);
asset->add(prefix + "/data/sound/jump24.wav", t_sound);
asset->add(prefix + "/data/sound/notify.wav", t_sound);
// Logo
asset->add(prefix + "/data/logo/jailgames.png", t_bitmap);
@@ -1454,6 +1778,20 @@ void Director::runDemo()
resource->free();
}
// Ejecuta la seccion en la que se solicita al usuario su ID online
void Director::runEnterID()
{
if (options->console)
{
std::cout << "\n* SECTION: ENTER_ID" << std::endl;
}
// loadResources(section);
enterID = new EnterID(renderer, screen, asset, options, section);
setSection(enterID->run());
delete enterID;
resource->free();
}
// Ejecuta la seccion del final del juego
void Director::runEnding()
{
@@ -1538,6 +1876,10 @@ void Director::run()
runDemo();
break;
case SECTION_PROG_ENTER_ID:
runEnterID();
break;
case SECTION_PROG_GAME:
runGame();
break;

View File

@@ -12,13 +12,14 @@
#include "const.h"
#include "credits.h"
#include "demo.h"
#include "ending.h"
#include "ending2.h"
#include "enter_id.h"
#include "game_over.h"
#include "game.h"
#include "intro.h"
#include "logo.h"
#include "title.h"
#include "game_over.h"
#include "ending.h"
#include "ending2.h"
#ifndef DIRECTOR_H
#define DIRECTOR_H
@@ -39,6 +40,7 @@ private:
Intro *intro; // Objeto para gestionar la introducción del juego
Credits *credits; // Objeto para gestionar los creditos del juego
Demo *demo; // Objeto para gestionar el modo demo, en el que se ven pantallas del juego
EnterID *enterID; // Objeto para gestionar la sección donde se solicita el ID online al usuario
Ending *ending; // Objeto para gestionar el final del juego
Ending2 *ending2; // Objeto para gestionar el final del juego
GameOver *gameOver; // Objeto para gestionar el final de la partida
@@ -46,12 +48,16 @@ private:
struct options_t *options; // Variable con todas las opciones del programa
// Variables
JA_Music music; // Musica del titulo
std::string executablePath; // Path del ejecutable
section_t section; // Sección y subsección actual del programa;
JA_Music_t* music; // Musica del titulo
std::string executablePath; // Path del ejecutable
std::string systemFolder; // Carpeta del sistema donde guardar datos
// Crea e inicializa las opciones del programa
void iniOptions();
void initOptions();
// Inicializa los servicios online
void initOnline();
// Comprueba los parametros del programa
void checkProgramArguments(int argc, char *argv[]);
@@ -62,6 +68,9 @@ private:
// Guarda el fichero de configuración
bool saveConfig();
// Crea la carpeta del sistema donde guardar datos
void createSystemFolder();
// Carga los recursos
void loadResources(section_t section);
@@ -104,6 +113,9 @@ private:
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
void runDemo();
// Ejecuta la seccion en la que se solicita al usuario su ID online
void runEnterID();
// Ejecuta la seccion del final del juego
void runEnding();

View File

@@ -103,6 +103,9 @@ void Ending::update()
// Actualiza el volumen de la musica
updateMusicVolume();
// Actualiza las notificaciones
screen->updateNotifier();
}
}
@@ -116,16 +119,16 @@ void Ending::render()
screen->clean(stringToColor(options->palette, "black"));
// Dibuja las imagenes de la escena
spritePics.at(scene).sprite->render();
spritePics.at(scene).coverSprite->render();
spritePics[scene].sprite->render();
spritePics[scene].coverSprite->render();
// Dibuja los textos de la escena
for (auto ti : scenes.at(scene).textIndex)
for (auto ti : scenes[scene].textIndex)
{
if (counter > ti.trigger)
{
spriteTexts.at(ti.index).sprite->render();
spriteTexts.at(ti.index).coverSprite->render();
spriteTexts[ti.index].sprite->render();
spriteTexts[ti.index].coverSprite->render();
}
}
@@ -508,7 +511,7 @@ void Ending::updateCounters()
counter++;
}
if (counter > scenes.at(scene).counterEnd - 100)
if (counter > scenes[scene].counterEnd - 100)
{
coverCounter++;
}
@@ -519,20 +522,20 @@ void Ending::updateSpriteCovers()
{ // Actualiza la cortinilla de los textos
if (counter % 4 == 0)
{
for (auto ti : scenes.at(scene).textIndex)
for (auto ti : scenes[scene].textIndex)
{
if (counter > ti.trigger)
{
if (spriteTexts.at(ti.index).clipDesp > 0)
if (spriteTexts[ti.index].clipDesp > 0)
{
spriteTexts.at(ti.index).clipDesp -= 2;
spriteTexts[ti.index].clipDesp -= 2;
}
else if (spriteTexts.at(ti.index).clipHeight > 0)
else if (spriteTexts[ti.index].clipHeight > 0)
{
spriteTexts.at(ti.index).clipHeight -= 2;
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2);
spriteTexts[ti.index].clipHeight -= 2;
spriteTexts[ti.index].coverSprite->setPosY(spriteTexts[ti.index].coverSprite->getPosY() + 2);
}
spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight);
spriteTexts[ti.index].coverSprite->setSpriteClip(0, spriteTexts[ti.index].clipDesp, spriteTexts[ti.index].coverSprite->getWidth(), spriteTexts[ti.index].clipHeight);
}
}
}
@@ -540,27 +543,27 @@ void Ending::updateSpriteCovers()
// Actualiza la cortinilla de las imagenes
if (counter % 2 == 0)
{
if (spritePics.at(scene).clipDesp > 0)
if (spritePics[scene].clipDesp > 0)
{
spritePics.at(scene).clipDesp -= 2;
spritePics[scene].clipDesp -= 2;
}
else if (spritePics.at(scene).clipHeight > 0)
else if (spritePics[scene].clipHeight > 0)
{
spritePics.at(scene).clipHeight -= 2;
if (spritePics.at(scene).clipHeight < 0)
spritePics[scene].clipHeight -= 2;
if (spritePics[scene].clipHeight < 0)
{
spritePics.at(scene).clipHeight = 0;
spritePics[scene].clipHeight = 0;
}
spritePics.at(scene).coverSprite->setPosY(spritePics.at(scene).coverSprite->getPosY() + 2);
spritePics[scene].coverSprite->setPosY(spritePics[scene].coverSprite->getPosY() + 2);
}
spritePics.at(scene).coverSprite->setSpriteClip(0, spritePics.at(scene).clipDesp, spritePics.at(scene).coverSprite->getWidth(), spritePics.at(scene).clipHeight);
spritePics[scene].coverSprite->setSpriteClip(0, spritePics[scene].clipDesp, spritePics[scene].coverSprite->getWidth(), spritePics[scene].clipHeight);
}
}
// Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene()
{
if (counter > scenes.at(scene).counterEnd)
if (counter > scenes[scene].counterEnd)
{
scene++;
counter = 0;
@@ -636,20 +639,20 @@ void Ending::switchPalette()
{
options->palette = p_zxarne;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
spritePics[0].sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
spritePics[1].sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
spritePics[2].sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
spritePics[3].sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
spritePics[4].sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
}
else
{
options->palette = p_zxspectrum;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5.png"));
spritePics[0].sprite->setTexture(resource->getTexture("ending1.png"));
spritePics[1].sprite->setTexture(resource->getTexture("ending2.png"));
spritePics[2].sprite->setTexture(resource->getTexture("ending3.png"));
spritePics[3].sprite->setTexture(resource->getTexture("ending4.png"));
spritePics[4].sprite->setTexture(resource->getTexture("ending5.png"));
}
}

View File

@@ -70,7 +70,7 @@ private:
std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
int scene; // Escena actual
std::vector<scene_t> scenes; // Vector con los textos e imagenes de cada escena
JA_Music music; // Musica que suena durante el final
JA_Music_t* music; // Musica que suena durante el final
// Actualiza el objeto
void update();

View File

@@ -102,6 +102,9 @@ void Ending2::update()
// Actualiza el volumen de la musica
updateMusicVolume();
// Actualiza las notificaciones
screen->updateNotifier();
}
}
@@ -285,14 +288,14 @@ void Ending2::iniSpriteList()
// Añade los valores
spriteList.push_back("bin");
spriteList.push_back("diskette");
spriteList.push_back("floppy");
spriteList.push_back("bird");
spriteList.push_back("chip");
spriteList.push_back("jeannine");
spriteList.push_back("spark");
spriteList.push_back("code");
spriteList.push_back("paco");
spriteList.push_back("printer");
spriteList.push_back("elsa");
spriteList.push_back("z80");
spriteList.push_back("bell");
@@ -301,9 +304,9 @@ void Ending2::iniSpriteList()
spriteList.push_back("amstrad_cs");
spriteList.push_back("breakout");
spriteList.push_back("arounder_fly");
spriteList.push_back("arounder_stop");
spriteList.push_back("arounder_walk");
spriteList.push_back("flying_arounder");
spriteList.push_back("stopped_arounder");
spriteList.push_back("walking_arounder");
spriteList.push_back("arounders_door");
spriteList.push_back("arounders_machine");
@@ -321,12 +324,12 @@ void Ending2::iniSpriteList()
spriteList.push_back("dimallas");
spriteList.push_back("guitar");
spriteList.push_back("jb_alien");
spriteList.push_back("jb_human");
spriteList.push_back("jailbattle_alien");
spriteList.push_back("jailbattle_human");
spriteList.push_back("jailer");
spriteList.push_back("jailer2");
spriteList.push_back("jailer3");
spriteList.push_back("jailer_#1");
spriteList.push_back("jailer_#2");
spriteList.push_back("jailer_#3");
spriteList.push_back("bry");
spriteList.push_back("upv_student");
@@ -466,13 +469,13 @@ void Ending2::placeSprites()
{
const int x = i % 2 == 0 ? firstCol : secondCol;
const int y = (i / 1) * (maxSpriteHeight + distSpriteText + text->getCharacterSize() + distSpriteSprite) + GAMECANVAS_HEIGHT + 40;
const int w = sprites.at(i)->getAnimationClip(0, 0).w;
const int h = sprites.at(i)->getAnimationClip(0, 0).h;
const int w = sprites[i]->getAnimationClip(0, 0).w;
const int h = sprites[i]->getAnimationClip(0, 0).h;
const int dx = -(w / 2);
const int dy = i % 1 == 0 ? maxSpriteHeight - h : (int)(maxSpriteHeight * 1.5f) - h;
sprites.at(i)->setRect({x + dx, y + dy, w, h});
sprites.at(i)->setVelY(despSpeed);
sprites[i]->setRect({x + dx, y + dy, w, h});
sprites[i]->setVelY(despSpeed);
}
// Recoloca el último sprite, que es el del jugador
@@ -494,14 +497,14 @@ void Ending2::createSpriteTexts()
for (int i = 0; i < (int)spriteList.size(); ++i)
{
// Calcula constantes
std::string txt = spriteList.at(i);
std::string txt = spriteList[i];
std::replace(txt.begin(), txt.end(), '_', ' ');
txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto
const int w = text->lenght(txt, 1);
const int h = text->getCharacterSize();
const int x = i % 2 == 0 ? firstCol : secondCol;
const int dx = -(w / 2);
const int y = sprites.at(i)->getPosY() + sprites.at(i)->getHeight() + distSpriteText;
const int y = sprites[i]->getPosY() + sprites[i]->getHeight() + distSpriteText;
// Cambia la posición del último sprite
const int X = (i == (int)spriteList.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
@@ -533,7 +536,7 @@ void Ending2::createTexts()
for (int i = 0; i < (int)list.size(); ++i)
{
// Calcula constantes
const int w = text->lenght(list.at(i), 1);
const int w = text->lenght(list[i], 1);
const int h = text->getCharacterSize();
const int x = GAMECANVAS_CENTER_X;
const int dx = -(w / 2);
@@ -544,7 +547,7 @@ void Ending2::createTexts()
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
texture->setAsRenderTarget(renderer);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->write(0, 0, list.at(i));
text->write(0, 0, list[i]);
// Crea el sprite
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
@@ -562,7 +565,7 @@ void Ending2::createTexts()
for (int i = 0; i < (int)list.size(); ++i)
{
// Calcula constantes
const int w = text->lenght(list.at(i), 1);
const int w = text->lenght(list[i], 1);
const int h = text->getCharacterSize();
const int x = GAMECANVAS_CENTER_X;
const int dx = -(w / 2);
@@ -573,7 +576,7 @@ void Ending2::createTexts()
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
texture->setAsRenderTarget(renderer);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->write(0, 0, list.at(i));
text->write(0, 0, list[i]);
// Crea el sprite
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
@@ -621,7 +624,7 @@ void Ending2::updateFinalFade()
for (auto t : texts)
{
t->getTexture()->setColor(colors.at(index).r, colors.at(index).g, colors.at(index).b);
t->getTexture()->setColor(colors[index].r, colors[index].g, colors[index].b);
}
}

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