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6 Commits
v1.01 ... v1.02

8 changed files with 120 additions and 85 deletions

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@@ -2,7 +2,7 @@ executable = jaildoctors_dilemma
source = source/*.cpp source/common/*.cpp
appName = JailDoctor's Dilemma
releaseFolder = jdd_release
version = v1.01
version = v1.02
# Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -43,7 +43,7 @@ windows_release:
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
@@ -55,10 +55,13 @@ macos:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
macos_release:
# Remove data
# Remove data and possible data
rm -rdf data/config
rm -rdf "$(releaseFolder)"
rm -rdf Frameworks
rm -f tmp.dmg
rm -f "$(macosIntelRelease)"
rm -f "$(macosAppleSiliconRelease)"
# Create folders
mkdir -p data/config
@@ -84,7 +87,6 @@ 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 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 +95,6 @@ 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

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@@ -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

View File

@@ -14,67 +14,6 @@ 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);

View File

@@ -21,8 +21,8 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->options = options;
#ifdef DEBUG
currentRoom = "14.room";
const int x1 = 1;
currentRoom = "48.room";
const int x1 = 18;
const int y1 = 13;
spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
#endif
@@ -207,8 +207,11 @@ void Game::update()
// Comprueba los eventos de la cola
checkEventHandler();
// Actualiza los objetos
#ifdef DEBUG
debug->clear();
#endif
// Actualiza los objetos
room->update();
player->update();
checkPlayerOnBorder();
@@ -220,9 +223,11 @@ void Game::update()
scoreboard->update();
input->update();
updateDebugInfo();
updateBlackScreen();
screen->updateFX();
#ifdef DEBUG
updateDebugInfo();
#endif
}
}
@@ -241,14 +246,16 @@ void Game::render()
scoreboard->render();
renderBlackScreen();
#ifdef DEBUG
// Debug info
renderDebugInfo();
// screen->renderFX();
#endif
// Actualiza la pantalla
screen->blit();
}
#ifdef DEBUG
// Pasa la información de debug
void Game::updateDebugInfo()
{
@@ -285,6 +292,7 @@ void Game::renderDebugInfo()
debug->setPos({1, 18 * 8});
debug->render();
}
#endif
// Escribe el nombre de la pantalla
void Game::renderRoomName()

View File

@@ -63,11 +63,13 @@ private:
// Comprueba los eventos de la cola
void checkEventHandler();
#ifdef DEBUG
// Pone la información de debug en pantalla
void updateDebugInfo();
// Pone la información de debug en pantalla
void renderDebugInfo();
#endif
// Escribe el nombre de la pantalla
void renderRoomName();

View File

@@ -93,9 +93,15 @@ Player::Player(player_t player)
fallSound.push_back(JA_LoadSound(asset->get("jump23.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump24.wav").c_str()));
r = {0, 0, 0, 0};
jumpCounter = 0;
fallCounter = 0;
#ifdef DEBUG
rx = {0, 0, 0, 0};
ry = {0, 0, 0, 0};
debugColor = {0, 255, 0};
debugPoint = {0, 0};
#endif
}
// Destructor
@@ -114,6 +120,8 @@ void Player::render()
{
sprite->getTexture()->setColor(color.r, color.g, color.b);
sprite->render();
#ifdef DEBUG
if (debug->getEnabled())
{
// Pinta los underfeet
@@ -122,14 +130,28 @@ void Player::render()
SDL_RenderDrawPoint(renderer, underFeet[1].x, underFeet[1].y);
// Pinta rectangulo del jugador
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
SDL_SetRenderDrawColor(renderer, debugColor.r, debugColor.g, debugColor.b, 192);
SDL_Rect rect = getRect();
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
SDL_RenderDrawRect(renderer, &rect);
// Pinta el rectangulo de movimiento
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, &r);
if (vx != 0.0f)
{
SDL_RenderFillRect(renderer, &rx);
}
if (vy != 0.0f)
{
SDL_RenderFillRect(renderer, &ry);
}
// Pinta el punto de debug
SDL_SetRenderDrawColor(renderer, rand() % 256, rand() % 256, rand() % 256, 255);
SDL_RenderDrawPoint(renderer, debugPoint.x, debugPoint.y);
}
#endif
}
// Actualiza las variables del objeto
@@ -231,21 +253,25 @@ void Player::checkBorders()
border = BORDER_LEFT;
onBorder = true;
}
else if (x > PLAY_AREA_RIGHT - w)
{
border = BORDER_RIGHT;
onBorder = true;
}
else if (y < PLAY_AREA_TOP)
{
border = BORDER_TOP;
onBorder = true;
}
else if (y > PLAY_AREA_BOTTOM - h)
{
border = BORDER_BOTTOM;
onBorder = true;
}
else
{
onBorder = false;
@@ -273,7 +299,7 @@ void Player::checkState()
vy = 0.0f;
jumpCounter = 0;
fallCounter = 0;
if (!isOnFloor() && !isOnAutoSurface())
if (!isOnFloor() && !isOnAutoSurface() && !isOnDownSlope())
{
setState(s_falling);
vx = 0.0f;
@@ -353,6 +379,10 @@ void Player::move()
applyGravity(); // Aplica gravedad al jugador
checkState(); // Comprueba el estado del jugador
#ifdef DEBUG
debugColor = {0, 255, 0};
#endif
// Se mueve hacia la izquierda
if (vx < 0.0f)
{
@@ -363,7 +393,9 @@ void Player::move()
proj.h = h;
proj.w = ceil(abs(vx)); // Para evitar que tenga un ancho de 0 pixels
r = proj;
#ifdef DEBUG
rx = proj;
#endif
// Comprueba la colisión con las superficies
const int pos = room->checkRightSurfaces(&proj);
@@ -406,7 +438,9 @@ void Player::move()
proj.h = h;
proj.w = ceil(vx); // Para evitar que tenga un ancho de 0 pixels
r = proj;
#ifdef DEBUG
rx = proj;
#endif
// Comprueba la colisión
const int pos = room->checkLeftSurfaces(&proj);
@@ -465,7 +499,9 @@ void Player::move()
proj.h = ceil(abs(vy)); // Para evitar que tenga una altura de 0 pixels
proj.w = w;
r = proj;
#ifdef DEBUG
ry = proj;
#endif
// Comprueba la colisión
const int pos = room->checkBottomSurfaces(&proj);
@@ -492,7 +528,9 @@ void Player::move()
proj.h = ceil(vy); // Para evitar que tenga una altura de 0 pixels
proj.w = w;
r = proj;
#ifdef DEBUG
ry = proj;
#endif
// Comprueba la colisión con las superficies normales y las automáticas
const int pos = std::max(room->checkTopSurfaces(&proj), room->checkAutoSurfaces(&proj));
@@ -516,11 +554,18 @@ void Player::move()
// Calcula la nueva posición
y = p - h;
setState(s_standing);
#ifdef DEBUG
debugColor = {255, 255, 0};
debugPoint = {(int)x + (w / 2), p};
#endif
}
else
{ // No está saltando y no hay colisón con una rampa
// Calcula la nueva posición
y += vy;
#ifdef DEBUG
debugColor = {255, 0, 0};
#endif
}
}
else
@@ -535,7 +580,10 @@ void Player::move()
sprite->setPosX(x);
sprite->setPosY(y);
debug->add("RECT: " + std::to_string(r.x) + "," + std::to_string(r.y) + "," + std::to_string(r.w) + "," + std::to_string(r.h));
#ifdef DEBUG
debug->add("RECT_X: " + std::to_string(rx.x) + "," + std::to_string(rx.y) + "," + std::to_string(rx.w) + "," + std::to_string(rx.h));
debug->add("RECT_Y: " + std::to_string(ry.x) + "," + std::to_string(ry.y) + "," + std::to_string(ry.w) + "," + std::to_string(ry.h));
#endif
}
// Establece la animación del jugador
@@ -571,7 +619,10 @@ void Player::playJumpSound()
{
JA_PlaySound(jumpSound[jumpCounter / 4]);
}
#ifdef DEBUG
debug->add("JUMP: " + std::to_string(jumpCounter / 4));
#endif
}
// Calcula y reproduce el sonido de caer
@@ -581,7 +632,10 @@ void Player::playFallSound()
{
JA_PlaySound(fallSound[std::min((fallCounter / 4), (int)fallSound.size() - 1)]);
}
#ifdef DEBUG
debug->add("FALL: " + std::to_string(fallCounter / 4));
#endif
}
// Comprueba si el jugador tiene suelo debajo de los pies
@@ -604,6 +658,7 @@ bool Player::isOnFloor()
onSlopeL = room->checkLeftSlopes(&underFeet[0]);
onSlopeR = room->checkRightSlopes(&underFeet[1]);
#ifdef DEBUG
if (onFloor)
{
debug->add("ON_FLOOR");
@@ -618,6 +673,7 @@ bool Player::isOnFloor()
{
debug->add("ON_SLOPE_R: " + std::to_string(underFeet[1].x) + "," + std::to_string(underFeet[1].y));
}
#endif
return onFloor || onSlopeL || onSlopeR;
}
@@ -635,10 +691,12 @@ bool Player::isOnAutoSurface()
onAutoSurface |= room->checkAutoSurfaces(&f);
}
#ifdef DEBUG
if (onAutoSurface)
{
debug->add("ON_AUTO_SURFACE");
}
#endif
return onAutoSurface;
}
@@ -659,10 +717,12 @@ bool Player::isOnDownSlope()
onSlope |= room->checkLeftSlopes(&underFeet[0]);
onSlope |= room->checkRightSlopes(&underFeet[1]);
#ifdef DEBUG
if (onSlope)
{
debug->add("ON_DOWN_SLOPE");
}
#endif
return onSlope;
}

View File

@@ -87,7 +87,13 @@ public:
int fallCounter; // Cuenta el tiempo de caida
bool alive; // Indica si el jugador esta vivo o no
int maxFallHeight; // Altura maxima permitida de caída.
SDL_Rect r;
#ifdef DEBUG
SDL_Rect rx; // Rectangulo de desplazamiento para el modo debug
SDL_Rect ry; // Rectangulo de desplazamiento para el modo debug
color_t debugColor; // Color del recuadro de debug del jugador
SDL_Point debugPoint; // Punto para debug
#endif
// Comprueba las entradas y modifica variables
void checkInput();

View File

@@ -554,6 +554,7 @@ void Room::fillMapTexture()
clip.y = (tileMap.at(index) / tileSetWidth) * tileSize;
texture->render(renderer, x * tileSize, y * tileSize, &clip);
#ifdef DEBUG
// ****
if (debug->getEnabled())
{
@@ -565,10 +566,12 @@ void Room::fillMapTexture()
SDL_RenderFillRect(renderer, &clip);
}
}
// ****
// ****
#endif
}
}
#ifdef DEBUG
// ****
if (debug->getEnabled())
{
@@ -649,6 +652,7 @@ void Room::fillMapTexture()
}
}
// ****
#endif
SDL_SetRenderTarget(renderer, nullptr);
}
@@ -659,11 +663,15 @@ void Room::renderMap()
// Dibuja la textura con el mapa en pantalla
SDL_RenderCopy(renderer, mapTexture, nullptr, nullptr);
// Dibuja los tiles animados
// Dibuja los tiles animados
#ifdef DEBUG
if (!debug->getEnabled())
{
renderAnimatedTiles();
}
#else
renderAnimatedTiles();
#endif
}
// Dibuja los enemigos en pantalla
@@ -882,22 +890,30 @@ int Room::getSlopeHeight(SDL_Point p, tile_e slope)
{
// Calcula la base del tile
int base = ((p.y / tileSize) * tileSize) + tileSize;
#ifdef DEBUG
debug->add("BASE = " + std::to_string(base));
#endif
// Calcula cuanto se ha entrado en el tile horizontalmente
const int pos = (p.x % tileSize); // Esto da un valor entre 0 y 7
#ifdef DEBUG
debug->add("POS = " + std::to_string(pos));
#endif
// Se resta a la base la cantidad de pixeles pos en funcion de la rampa
if (slope == t_slope_r)
{
base -= pos + 1;
#ifdef DEBUG
debug->add("BASE_R = " + std::to_string(base));
#endif
}
else
{
base -= (tileSize - pos);
#ifdef DEBUG
debug->add("BASE_L = " + std::to_string(base));
#endif
}
return base;