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42 Commits

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
103 changed files with 1100 additions and 715 deletions

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@@ -2,7 +2,7 @@ executable = jaildoctors_dilemma
source = source/*.cpp source/common/*.cpp source = source/*.cpp source/common/*.cpp
appName = JailDoctor's Dilemma appName = JailDoctor's Dilemma
releaseFolder = jdd_release releaseFolder = jdd_release
version = v1.06.1 version = v1.07
# Release names # Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -33,9 +33,9 @@ windows_release:
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force} powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
# Copy root files # Copy root files
powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)" powershell Copy-Item "LICENSE.txt" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)" powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release\SDL2.dll" -Destination "$(releaseFolder)" powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build # Build
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" 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)/$(executable).exe"
@@ -80,9 +80,12 @@ macos_release:
# Copy files # Copy files
cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources" cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources"
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents" cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
cp LICENSE "$(releaseFolder)" cp LICENSE.txt "$(releaseFolder)"
cp README.md "$(releaseFolder)" cp README.md "$(releaseFolder)"
# Create links
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL # 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 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
@@ -120,7 +123,7 @@ linux_release:
# Copy data # Copy data
cp -R data "$(releaseFolder)" cp -R data "$(releaseFolder)"
cp LICENSE "$(releaseFolder)" cp LICENSE.txt "$(releaseFolder)"
cp README.md "$(releaseFolder)" cp README.md "$(releaseFolder)"
# Delete data # Delete data

View File

@@ -1,4 +1,4 @@
# JailDoctor's Dilemma (v1.06.1) # 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. 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.
@@ -40,7 +40,7 @@ El juego permite tanto el uso del teclado como de un mando de control. Las tecla
- **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 M**: Activa o desactiva la música

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

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

View File

@@ -3,9 +3,9 @@
<tileset firstgid="1" source="standard.tsx"/> <tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164, 168,166,185,167,166,185,166,166,168,166,166,167,166,166,185,166,166,43,43,43,43,43,43,43,43,43,43,43,43,43,43,166,
164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 211,181,211,213,211,181,211,212,213,211,181,211,211,212,211,213,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34, 43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,

View File

@@ -1,6 +1,6 @@
name=ROAD TO THE JAIL name=ROAD TO THE JAIL
bgColor=black bgColor=black
border=cyan border=blue
tileMapFile=02.tmx tileMapFile=02.tmx
tileSetFile=standard.png tileSetFile=standard.png
roomUp=0 roomUp=0

View File

@@ -3,22 +3,22 @@
<tileset firstgid="1" source="standard.tsx"/> <tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,25,25,25, 43,166,166,167,168,166,185,167,166,185,166,166,168,166,166,167,166,166,185,166,166,166,185,167,166,166,166,185,25,25,25,25,
43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,135,0,0,0, 43,43,211,212,212,211,181,211,213,211,181,211,212,213,211,181,211,211,211,211,212,213,211,181,211,213,181,211,135,0,0,0,
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</data> </data>
</layer> </layer>
</map> </map>

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

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@@ -10,7 +10,7 @@
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View File

@@ -18,7 +18,7 @@
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View File

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

View File

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

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

View File

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

View File

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

@@ -4,15 +4,15 @@
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View File

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

View File

@@ -3,17 +3,17 @@
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89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,0, 89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,0,
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, 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, 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 itemColor2=red
[enemy] [enemy]
tileSetFile=diskette.png tileSetFile=floppy.png
animation=diskette.ani animation=floppy.ani
width=16 width=16
height=16 height=16
x=20 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, 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, 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, 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, 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,
0,0,0,0,0,0,0,0,0,0,0,0,0,114,115,114,115,0,0,0,0,0,0,0,0,0,0,0,0,0,116,140, 0,0,0,0,0,0,0,0,0,0,0,0,0,114,115,114,115,0,0,0,0,0,0,0,0,0,0,0,0,0,116,140,
114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,0,0,114,115,114,115,114,115 114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,0,0,114,115,114,115,114,115

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -11,8 +11,8 @@
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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, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,
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, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,421,415,0,0,0,0,0,0,0,0,0,0,0,
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, 36,0,0,0,0,0,0,0,306,0,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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, 36,0,415,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,0,0,421,415,0,0,0,0,0,0,
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, 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 itemColor2=magenta
autoSurface=left 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] [enemy]
tileSetFile=heavy.png tileSetFile=heavy.png

View File

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

View File

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

View File

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

View File

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

@@ -1,4 +1,4 @@
name=P.A.C.O WORKSHOP name=P.A.C.O. WORKSHOP
bgColor=black bgColor=black
border=yellow border=yellow
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View File

@@ -23,11 +23,11 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.4.3</string> <string>1.0.7</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1.0.6</string> <string>1.0.7</string>
<key>CSResourcesFileMapped</key> <key>CSResourcesFileMapped</key>
<true/> <true/>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>

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release/libwinpthread-1.dll Normal file

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

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@@ -114,7 +114,7 @@ bool Asset::checkFile(std::string path)
// Comprueba si existe el fichero // Comprueba si existe el fichero
const std::string filename = path.substr(path.find_last_of("\\/") + 1); 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) if (file != nullptr)
{ {

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

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

View File

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

View File

@@ -458,7 +458,7 @@ void Menu::setSelectorPos(int index)
if (index < (int)item.size()) if (index < (int)item.size())
{ {
selector.index = index; 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.w = rectBG.rect.w;
selector.rect.x = rectBG.rect.x; selector.rect.x = rectBG.rect.x;
selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index); selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
@@ -486,13 +486,13 @@ void Menu::reset()
{ {
itemSelected = MENU_NO_OPTION; itemSelected = MENU_NO_OPTION;
selector.index = 0; selector.index = 0;
selector.originY = selector.targetY = selector.y = item.at(0).rect.y; selector.originY = selector.targetY = selector.y = item[0].rect.y;
selector.originH = selector.targetH = item.at(0).rect.h; selector.originH = selector.targetH = item[0].rect.h;
selector.moving = false; selector.moving = false;
selector.resizing = false; selector.resizing = false;
// Si el primer elemento no es seleccionable, incrementa el selector // Si el primer elemento no es seleccionable, incrementa el selector
if (!item.at(selector.index).selectable) if (!item[selector.index].selectable)
{ {
increaseSelectorIndex(); increaseSelectorIndex();
setSelectorPos(selector.index); setSelectorPos(selector.index);
@@ -524,18 +524,18 @@ void Menu::reorganize()
bool Menu::increaseSelectorIndex() bool Menu::increaseSelectorIndex()
{ {
// Obten las coordenadas del elemento actual // 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); selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento // Calcula cual es el siguiente elemento
++selector.index %= item.size(); ++selector.index %= item.size();
while (!item.at(selector.index).selectable) while (!item[selector.index].selectable)
{ {
++selector.index %= item.size(); ++selector.index %= item.size();
} }
// Establece las coordenadas y altura de destino // 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.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index); selector.targetH = getSelectorHeight(selector.index);
@@ -554,7 +554,7 @@ bool Menu::increaseSelectorIndex()
bool Menu::decreaseSelectorIndex() bool Menu::decreaseSelectorIndex()
{ {
// Obten las coordenadas del elemento actual // 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); selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento // Calcula cual es el siguiente elemento
@@ -567,7 +567,7 @@ bool Menu::decreaseSelectorIndex()
selector.index--; selector.index--;
} }
while (!item.at(selector.index).selectable) while (!item[selector.index].selectable)
{ {
if (selector.index == 0) if (selector.index == 0)
{ {
@@ -580,7 +580,7 @@ bool Menu::decreaseSelectorIndex()
} }
// Establece las coordenadas y altura de destino // 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.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index); selector.targetH = getSelectorHeight(selector.index);
@@ -630,29 +630,29 @@ void Menu::render()
if (i == selector.index) if (i == selector.index)
{ {
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b}; 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 else
{ // No seleccionable { // 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}; 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 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.size() > 1)
{ {
if (item.at(item.size() - 2).linkedDown) if (item[item.size() - 2].linkedDown)
{ {
item.back().linkedUp = true; 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 // Cambia el texto de un item
void Menu::setItemCaption(int index, std::string text) void Menu::setItemCaption(int index, std::string text)
{ {
item.at(index).label = text; item[index].label = text;
item.at(index).rect.w = this->text->lenght(item.at(index).label); item[index].rect.w = this->text->lenght(item[index].label);
item.at(index).rect.h = this->text->getCharacterSize(); item[index].rect.h = this->text->getCharacterSize();
reorganize(); reorganize();
} }
@@ -914,42 +914,42 @@ int Menu::findHeight()
// Recoloca los elementos del menu en el eje Y // Recoloca los elementos del menu en el eje Y
void Menu::replaceElementsOnY() void Menu::replaceElementsOnY()
{ {
item.at(0).rect.y = y; item[0].rect.y = y;
for (int i = 1; i < (int)item.size(); i++) 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 // Establece el estado seleccionable de un item
void Menu::setSelectable(int index, bool value) void Menu::setSelectable(int index, bool value)
{ {
item.at(index).selectable = value; item[index].selectable = value;
} }
// Establece el estado agrisado de un item // Establece el estado agrisado de un item
void Menu::setGreyed(int index, bool value) void Menu::setGreyed(int index, bool value)
{ {
item.at(index).greyed = value; item[index].greyed = value;
} }
// Establece el estado de enlace de un item // Establece el estado de enlace de un item
void Menu::setLinkedDown(int index, bool value) void Menu::setLinkedDown(int index, bool value)
{ {
item.at(index).linkedDown = value; item[index].linkedDown = value;
} }
// Calcula la altura del selector // Calcula la altura del selector
int Menu::getSelectorHeight(int value) 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 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 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 bool areElementsCenteredOnX; // Variable para saber si los elementos van centrados en el eje X
int widestItem; // Anchura del elemento más ancho int widestItem; // Anchura del elemento más ancho
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu JA_Sound_t* soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound soundCancel; // Sonido al cancelar el menu JA_Sound_t* soundCancel; // Sonido al cancelar el menu
JA_Sound soundMove; // Sonido al mover el selector JA_Sound_t* soundMove; // Sonido al mover el selector
color_t colorGreyed; // Color para los elementos agrisados color_t colorGreyed; // Color para los elementos agrisados
rectangle_t rectBG; // Rectangulo de fondo del menu rectangle_t rectBG; // Rectangulo de fondo del menu
std::vector<item_t> item; // Estructura para cada elemento del menu std::vector<item_t> item; // Estructura para cada elemento del menu

View File

@@ -4,17 +4,18 @@
#include <iostream> #include <iostream>
// Constructor // Constructor
Notify::Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile) Notify::Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options)
{ {
// Inicializa variables // Inicializa variables
this->renderer = renderer; this->renderer = renderer;
bgColor = {64, 64, 64}; this->options = options;
bgColor = options->notifications.color;
waitTime = 300; waitTime = 300;
// Crea objetos // Crea objetos
texture = new Texture(renderer, bitmapFile); texture = new Texture(renderer, bitmapFile);
text = new Text(textFile, texture, renderer); text = new Text(textFile, texture, renderer);
sound = JA_LoadSound(soundFile.c_str()); sound = JA_LoadSound(soundFile.c_str());
} }
// Destructor // Destructor
@@ -23,7 +24,7 @@ Notify::~Notify()
// Libera la memoria de los objetos // Libera la memoria de los objetos
delete texture; delete texture;
delete text; delete text;
JA_DeleteSound(sound); JA_DeleteSound(sound);
for (auto notification : notifications) for (auto notification : notifications)
{ {
@@ -37,7 +38,7 @@ void Notify::render()
{ {
for (int i = (int)notifications.size() - 1; i >= 0; --i) for (int i = (int)notifications.size() - 1; i >= 0; --i)
{ {
notifications.at(i).sprite->render(); notifications[i].sprite->render();
} }
} }
@@ -46,49 +47,63 @@ void Notify::update()
{ {
for (int i = 0; i < (int)notifications.size(); ++i) for (int i = 0; i < (int)notifications.size(); ++i)
{ {
notifications.at(i).counter++; notifications[i].counter++;
// Comprueba los estados // Comprueba los estados
if (notifications.at(i).state == ns_rising) if (notifications[i].state == ns_rising)
{ {
const float step = ((float)notifications.at(i).counter / notifications.at(i).travelDist); const float step = ((float)notifications[i].counter / notifications[i].travelDist);
const int alpha = 255 * step; const int alpha = 255 * step;
notifications.at(i).rect.y++; if (options->notifications.posV == pos_top)
notifications.at(i).texture->setAlpha(alpha);
if (notifications.at(i).rect.y == notifications.at(i).y)
{ {
notifications.at(i).state = ns_stay; notifications[i].rect.y++;
notifications.at(i).texture->setAlpha(255); }
notifications.at(i).counter = 0; 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.at(i).state == ns_stay) else if (notifications[i].state == ns_stay)
{ {
if (notifications.at(i).counter == waitTime) if (notifications[i].counter == waitTime)
{ {
notifications.at(i).state = ns_vanishing; notifications[i].state = ns_vanishing;
notifications.at(i).counter = 0; notifications[i].counter = 0;
} }
} }
else if (notifications.at(i).state == ns_vanishing) else if (notifications[i].state == ns_vanishing)
{ {
const float step = (notifications.at(i).counter / (float)notifications.at(i).travelDist); const float step = (notifications[i].counter / (float)notifications[i].travelDist);
const int alpha = 255 * (1 - step); const int alpha = 255 * (1 - step);
notifications.at(i).rect.y--; if (options->notifications.posV == pos_top)
notifications.at(i).texture->setAlpha(alpha);
if (notifications.at(i).rect.y == notifications.at(i).y - notifications.at(i).travelDist)
{ {
notifications.at(i).state = ns_finished; 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.at(i).sprite->setRect(notifications.at(i).rect); notifications[i].sprite->setRect(notifications[i].rect);
} }
clearFinishedNotifications(); clearFinishedNotifications();
@@ -99,10 +114,10 @@ void Notify::clearFinishedNotifications()
{ {
for (int i = (int)notifications.size() - 1; i >= 0; --i) for (int i = (int)notifications.size() - 1; i >= 0; --i)
{ {
if (notifications.at(i).state == ns_finished) if (notifications[i].state == ns_finished)
{ {
delete notifications.at(i).sprite; delete notifications[i].sprite;
delete notifications.at(i).texture; delete notifications[i].texture;
notifications.erase(notifications.begin() + i); notifications.erase(notifications.begin() + i);
} }
} }
@@ -111,24 +126,67 @@ void Notify::clearFinishedNotifications()
// Muestra una notificación de texto por pantalla; // Muestra una notificación de texto por pantalla;
void Notify::showText(std::string text) void Notify::showText(std::string text)
{ {
// Crea constantes // Inicializa variables
const int width = this->text->lenght(text) + (this->text->getCharacterSize() * 2); const int width = this->text->lenght(text) + (this->text->getCharacterSize() * 2);
const int height = this->text->getCharacterSize() * 2; const int height = this->text->getCharacterSize() * 2;
const int despH = this->text->getCharacterSize() / 2; const int padding = (this->text->getCharacterSize() / 2);
const int despV = despH;
const int travelDist = height + despV; // Posición horizontal
const int offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV; 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 // Crea la notificacion
notification_t n; notification_t n;
// inicializa variables // Inicializa variables
n.y = offset; n.y = offset;
n.travelDist = travelDist; n.travelDist = travelDist;
n.counter = 0; n.counter = 0;
n.state = ns_rising; n.state = ns_rising;
n.text = text; n.text = text;
n.rect = {despH, offset - travelDist, width, height}; if (options->notifications.posV == pos_top)
{
n.rect = {despH, offset - travelDist, width, height};
}
else
{
n.rect = {despH, offset + travelDist, width, height};
}
// Crea la textura // Crea la textura
n.texture = new Texture(renderer); n.texture = new Texture(renderer);
@@ -137,7 +195,7 @@ void Notify::showText(std::string text)
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255); SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
n.texture->setBlendMode(SDL_BLENDMODE_BLEND); n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
this->text->writeDX(TXT_CENTER | TXT_STROKE, width / 2, despV, text, 1, {255, 255, 255}, 1, {0, 0, 0}); this->text->writeDX(TXT_CENTER | TXT_STROKE, width / 2, padding, text, 1, {255, 255, 255}, 1, {0, 0, 0});
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer, nullptr);
// Crea el sprite // Crea el sprite
@@ -147,7 +205,10 @@ void Notify::showText(std::string text)
notifications.push_back(n); notifications.push_back(n);
// Reproduce el sonido de la notificación // Reproduce el sonido de la notificación
JA_PlaySound(sound); if (options->notifications.sound)
{
JA_PlaySound(sound);
}
} }
// Indica si hay notificaciones activas // Indica si hay notificaciones activas

View File

@@ -51,12 +51,13 @@ private:
SDL_Renderer *renderer; // El renderizador de la ventana SDL_Renderer *renderer; // El renderizador de la ventana
Texture *texture; // Textura para la fuente de las notificaciones Texture *texture; // Textura para la fuente de las notificaciones
Text *text; // Objeto para dibujar texto Text *text; // Objeto para dibujar texto
options_t *options; // Variable con todas las opciones del programa
// Variables // Variables
color_t bgColor; // Color de fondo de las notificaciones color_t bgColor; // Color de fondo de las notificaciones
int waitTime; // Tiempo que se ve la notificación int waitTime; // Tiempo que se ve la notificación
std::vector<notification_t> notifications; // La lista de notificaciones activas std::vector<notification_t> notifications; // La lista de notificaciones activas
JA_Sound sound; // Sonido a reproducir cuando suena la notificación JA_Sound_t* sound; // Sonido a reproducir cuando suena la notificación
// Elimina las notificaciones finalizadas // Elimina las notificaciones finalizadas
void clearFinishedNotifications(); void clearFinishedNotifications();
@@ -69,7 +70,7 @@ public:
void update(); void update();
// Constructor // Constructor
Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile); Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options);
// Destructor // Destructor
~Notify(); ~Notify();

View File

@@ -12,12 +12,12 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
this->asset = asset; this->asset = asset;
// Crea los objetos // Crea los objetos
notify = new Notify(renderer, asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav")); notify = new Notify(renderer, asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"), options);
gameCanvasWidth = options->gameWidth; gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight; gameCanvasHeight = options->gameHeight;
borderWidth = options->gameWidth * options->borderSize; borderWidth = options->borderWidth * 2;
borderHeight = options->gameHeight * options->borderSize; borderHeight = options->borderHeight * 2;
notificationLogicalWidth = gameCanvasWidth; notificationLogicalWidth = gameCanvasWidth;
notificationLogicalHeight = gameCanvasHeight; notificationLogicalHeight = gameCanvasHeight;
@@ -167,8 +167,10 @@ void Screen::setVideoMode(int videoMode)
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight); SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
} }
// Actualiza el valor de la variable // Actualiza las opciones
options->videoMode = videoMode; options->videoMode = videoMode;
options->screen.windowWidth = windowWidth;
options->screen.windowHeight = windowHeight;
// Establece el tamaño de las notificaciones // Establece el tamaño de las notificaciones
setNotificationSize(); setNotificationSize();
@@ -201,9 +203,15 @@ void Screen::setBlendMode(SDL_BlendMode blendMode)
} }
// Establece el tamaño del borde // 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 // Establece si se ha de ver el borde en el modo ventana
@@ -336,7 +344,7 @@ void Screen::renderSpectrumFade()
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght; const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
const int max = spectrumColor.size() - 1; const int max = spectrumColor.size() - 1;
const int index = max + (0 - max) * step; 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); SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
} }
@@ -375,9 +383,9 @@ void Screen::renderNotifications()
return; return;
} }
SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight); //SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
notify->render(); notify->render();
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight); //SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
} }
// Establece el tamaño de las notificaciones // Establece el tamaño de las notificaciones

View File

@@ -101,7 +101,8 @@ public:
void setBlendMode(SDL_BlendMode blendMode); void setBlendMode(SDL_BlendMode blendMode);
// Establece el tamaño del borde // 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 // Establece si se ha de ver el borde en el modo ventana
void setBorderEnabled(bool value); void setBorderEnabled(bool value);

View File

@@ -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) Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
{ {
// Establece la posición X,Y del sprite // Establece la posición X,Y del sprite
x = rect.x; this->x = rect.x;
y = rect.y; this->y = rect.y;
// Establece el alto y el ancho del sprite // Establece el alto y el ancho del sprite
w = rect.w; this->w = rect.w;
h = rect.h; this->h = rect.h;
// Establece el puntero al renderizador de la ventana // Establece el puntero al renderizador de la ventana
this->renderer = renderer; this->renderer = renderer;

View File

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

View File

@@ -54,6 +54,33 @@ enum palette_e
p_zxarne 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 // Estructura para saber la seccion y subseccion del programa
struct section_t struct section_t
{ {
@@ -74,6 +101,7 @@ struct cheat_t
struct online_t struct online_t
{ {
bool enabled; // Indica si se quiere usar el modo online o no 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 std::string server; // Servidor para los servicios online
int port; // Puerto del servidor int port; // Puerto del servidor
std::string gameID; // Identificador del juego para los servicios online std::string gameID; // Identificador del juego para los servicios online
@@ -89,25 +117,36 @@ struct op_stats_t
std::string worstNightmare; // Habitación con más muertes acumuladas 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 // Estructura con todas las opciones de configuración del programa
struct options_t struct options_t
{ {
std::string configVersion; // Versión del programa. Sirve para saber si las opciones son compatibles std::string configVersion; // Versión del programa. Sirve para saber si las opciones son compatibles
Uint32 videoMode; // Contiene el valor del modo de pantalla completa 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 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 Uint32 filter; // Filtro usado para el escalado de la imagen
bool vSync; // Indica si se quiere usar vsync o no bool vSync; // Indica si se quiere usar vsync o no
int gameWidth; // Ancho de la resolucion nativa del juego int gameWidth; // Ancho de la resolucion nativa del juego
int gameHeight; // Alto 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 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 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 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
palette_e palette; // Paleta de colores a usar en el juego int borderHeight; // Cantidad de pixels que se añade en el borde de la ventana
bool console; // Indica si ha de mostrar información por la consola de texto palette_e palette; // Paleta de colores a usar en el juego
cheat_t cheat; // Contiene trucos y ventajas para el juego bool console; // Indica si ha de mostrar información por la consola de texto
op_stats_t stats; // Datos con las estadisticas de juego cheat_t cheat; // Contiene trucos y ventajas para el juego
online_t online; // Datos del servicio online 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 // Calcula el cuadrado de la distancia entre dos puntos

View File

@@ -133,6 +133,20 @@ void Credits::checkEventHandler()
// Inicializa los textos // Inicializa los textos
void Credits::iniTexts() 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.clear();
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")}); 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({"KEYS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")}); 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({"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({"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({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"B TO SWITCH THE BORDER SCREEN", 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 // 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; const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red")); text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
@@ -318,6 +332,6 @@ section_t Credits::run()
// Cambia la paleta // Cambia la paleta
void Credits::switchPalette() void Credits::switchPalette()
{ {
options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum; options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
fillTexture(); fillTexture();
} }

View File

@@ -15,7 +15,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
rooms.push_back("44.room"); rooms.push_back("44.room");
roomIndex = 0; roomIndex = 0;
currentRoom = rooms.at(roomIndex); currentRoom = rooms[roomIndex];
// Copia los punteros // Copia los punteros
this->resource = resource; this->resource = resource;
@@ -40,7 +40,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
board.lives = 9; board.lives = 9;
board.items = 0; board.items = 0;
board.rooms = 1; board.rooms = 1;
board.jailEnabled = options->cheat.jailEnabled; board.jailEnabled = false;
board.music = true; board.music = true;
setScoreBoardColor(); setScoreBoardColor();
@@ -164,8 +164,8 @@ void Demo::render()
{ {
// Prepara para dibujar el frame // Prepara para dibujar el frame
screen->start(); screen->start();
screen->clean(room->getBGColor());
// Dibuja los elementos del juego en orden
room->renderMap(); room->renderMap();
room->renderEnemies(); room->renderEnemies();
room->renderItems(); room->renderItems();
@@ -260,7 +260,7 @@ void Demo::checkRoomChange()
} }
else else
{ {
changeRoom(rooms.at(roomIndex)); changeRoom(rooms[roomIndex]);
} }
} }
} }

View File

@@ -57,9 +57,6 @@ Director::Director(int argc, char *argv[])
screen->setBorderColor(borderColor); screen->setBorderColor(borderColor);
debug = new Debug(renderer, screen, asset); debug = new Debug(renderer, screen, asset);
music = JA_LoadMusic(asset->get("title.ogg").c_str()); music = JA_LoadMusic(asset->get("title.ogg").c_str());
// Inicializa los servicios online
//initOnline();
} }
Director::~Director() Director::~Director()
@@ -112,10 +109,13 @@ void Director::initOptions()
// Crea el puntero a la estructura de opciones // Crea el puntero a la estructura de opciones
options = new options_t; options = new options_t;
// Version // Version del archivo de configuración
options->configVersion = "v1.06.1"; options->configVersion = "v1.06.1";
// Opciones dee video // Opciones de control
options->keys = ctrl_cursor;
// Opciones de video
options->gameWidth = GAMECANVAS_WIDTH; options->gameWidth = GAMECANVAS_WIDTH;
options->gameHeight = GAMECANVAS_HEIGHT; options->gameHeight = GAMECANVAS_HEIGHT;
options->videoMode = 0; options->videoMode = 0;
@@ -125,9 +125,14 @@ void Director::initOptions()
options->integerScale = true; options->integerScale = true;
options->keepAspect = true; options->keepAspect = true;
options->borderEnabled = true; options->borderEnabled = true;
options->borderSize = 0.2f; options->borderWidth = 32;
options->borderHeight = 24;
options->palette = p_zxspectrum; options->palette = p_zxspectrum;
#ifdef GAME_CONSOLE
options->windowSize = 2;
#endif
// Estos valores no se guardan en el fichero de configuraci´ón // Estos valores no se guardan en el fichero de configuraci´ón
options->console = false; options->console = false;
options->cheat.infiniteLives = false; options->cheat.infiniteLives = false;
@@ -139,6 +144,7 @@ void Director::initOptions()
// Opciones online // Opciones online
options->online.enabled = true; options->online.enabled = true;
options->online.sessionEnabled = false;
options->online.server = "jaildoctor.duckdns.org"; options->online.server = "jaildoctor.duckdns.org";
options->online.port = 9911; options->online.port = 9911;
#ifdef DEBUG #ifdef DEBUG
@@ -147,6 +153,12 @@ void Director::initOptions()
options->online.gameID = "jaildoctors_dilemma"; options->online.gameID = "jaildoctors_dilemma";
#endif #endif
options->online.jailerID = ""; 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 // Comprueba los parametros del programa
@@ -306,6 +318,21 @@ bool Director::saveConfig()
file << "## VERSION\n"; file << "## VERSION\n";
file << "configVersion=" + options->configVersion + "\n"; file << "configVersion=" + options->configVersion + "\n";
file << "\n## CONTROL OPTIONS\n";
file << "## keys = CURSOR | OPQA | WASD\n";
if (options->keys == ctrl_cursor)
{
file << "keys=CURSOR\n";
}
else if (options->keys == ctrl_opqa)
{
file << "keys=OPQA\n";
}
else if (options->keys == ctrl_wasd)
{
file << "keys=WASD\n";
}
file << "\n## VISUAL OPTIONS\n"; file << "\n## VISUAL OPTIONS\n";
if (options->videoMode == 0) if (options->videoMode == 0)
{ {
@@ -337,7 +364,8 @@ bool Director::saveConfig()
file << "integerScale=" + boolToString(options->integerScale) + "\n"; file << "integerScale=" + boolToString(options->integerScale) + "\n";
file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\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 << "palette=" + std::to_string(options->palette) + "\n";
file << "\n## ONLINE OPTIONS\n"; file << "\n## ONLINE OPTIONS\n";
@@ -346,6 +374,33 @@ bool Director::saveConfig()
file << "port=" + std::to_string(options->online.port) + "\n"; file << "port=" + std::to_string(options->online.port) + "\n";
file << "jailerID=" + options->online.jailerID + "\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 // Cierra el fichero
file.close(); file.close();
@@ -510,9 +565,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png"); textureList.push_back("abad.png");
textureList.push_back("abad_bell.png"); textureList.push_back("abad_bell.png");
textureList.push_back("amstrad_cs.png"); textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png"); textureList.push_back("flying_arounder.png");
textureList.push_back("arounder_stop.png"); textureList.push_back("stopped_arounder.png");
textureList.push_back("arounder_walk.png"); textureList.push_back("walking_arounder.png");
textureList.push_back("arounders_door.png"); textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png"); textureList.push_back("arounders_machine.png");
textureList.push_back("bat.png"); textureList.push_back("bat.png");
@@ -531,14 +586,14 @@ void Director::loadResources(section_t section)
textureList.push_back("demon.png"); textureList.push_back("demon.png");
textureList.push_back("heavy.png"); textureList.push_back("heavy.png");
textureList.push_back("dimallas.png"); textureList.push_back("dimallas.png");
textureList.push_back("diskette.png"); textureList.push_back("floppy.png");
textureList.push_back("dong.png"); textureList.push_back("dong.png");
textureList.push_back("guitar.png"); textureList.push_back("guitar.png");
textureList.push_back("jb_alien.png"); textureList.push_back("jailbattle_alien.png");
textureList.push_back("jb_human.png"); textureList.push_back("jailbattle_human.png");
textureList.push_back("jailer.png"); textureList.push_back("jailer_#1.png");
textureList.push_back("jailer2.png"); textureList.push_back("jailer_#2.png");
textureList.push_back("jailer3.png"); textureList.push_back("jailer_#3.png");
textureList.push_back("jeannine.png"); textureList.push_back("jeannine.png");
textureList.push_back("lamp.png"); textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png"); textureList.push_back("lord_abad.png");
@@ -546,7 +601,7 @@ void Director::loadResources(section_t section)
textureList.push_back("matatunos.png"); textureList.push_back("matatunos.png");
textureList.push_back("mummy.png"); textureList.push_back("mummy.png");
textureList.push_back("paco.png"); textureList.push_back("paco.png");
textureList.push_back("printer.png"); textureList.push_back("elsa.png");
textureList.push_back("qvoid.png"); textureList.push_back("qvoid.png");
textureList.push_back("sam.png"); textureList.push_back("sam.png");
textureList.push_back("sigmasua.png"); textureList.push_back("sigmasua.png");
@@ -573,9 +628,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani"); animationList.push_back("abad.ani");
animationList.push_back("abad_bell.ani"); animationList.push_back("abad_bell.ani");
animationList.push_back("amstrad_cs.ani"); animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani"); animationList.push_back("flying_arounder.ani");
animationList.push_back("arounder_stop.ani"); animationList.push_back("stopped_arounder.ani");
animationList.push_back("arounder_walk.ani"); animationList.push_back("walking_arounder.ani");
animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani"); animationList.push_back("arounders_machine.ani");
animationList.push_back("bat.ani"); animationList.push_back("bat.ani");
@@ -594,14 +649,14 @@ void Director::loadResources(section_t section)
animationList.push_back("demon.ani"); animationList.push_back("demon.ani");
animationList.push_back("heavy.ani"); animationList.push_back("heavy.ani");
animationList.push_back("dimallas.ani"); animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani"); animationList.push_back("floppy.ani");
animationList.push_back("dong.ani"); animationList.push_back("dong.ani");
animationList.push_back("guitar.ani"); animationList.push_back("guitar.ani");
animationList.push_back("jb_alien.ani"); animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jb_human.ani"); animationList.push_back("jailbattle_human.ani");
animationList.push_back("jailer.ani"); animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer2.ani"); animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer3.ani"); animationList.push_back("jailer_#3.ani");
animationList.push_back("jeannine.ani"); animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani"); animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani"); animationList.push_back("lord_abad.ani");
@@ -609,7 +664,7 @@ void Director::loadResources(section_t section)
animationList.push_back("matatunos.ani"); animationList.push_back("matatunos.ani");
animationList.push_back("mummy.ani"); animationList.push_back("mummy.ani");
animationList.push_back("paco.ani"); animationList.push_back("paco.ani");
animationList.push_back("printer.ani"); animationList.push_back("elsa.ani");
animationList.push_back("qvoid.ani"); animationList.push_back("qvoid.ani");
animationList.push_back("sam.ani"); animationList.push_back("sam.ani");
animationList.push_back("sigmasua.ani"); animationList.push_back("sigmasua.ani");
@@ -684,9 +739,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png"); textureList.push_back("abad.png");
textureList.push_back("aerojailer.png"); textureList.push_back("aerojailer.png");
textureList.push_back("amstrad_cs.png"); textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png"); textureList.push_back("flying_arounder.png");
textureList.push_back("arounder_stop.png"); textureList.push_back("stopped_arounder.png");
textureList.push_back("arounder_walk.png"); textureList.push_back("walking_arounder.png");
textureList.push_back("arounder.png"); textureList.push_back("arounder.png");
textureList.push_back("arounders_door.png"); textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png"); textureList.push_back("arounders_machine.png");
@@ -705,15 +760,15 @@ void Director::loadResources(section_t section)
textureList.push_back("crosshair.png"); textureList.push_back("crosshair.png");
textureList.push_back("demon.png"); textureList.push_back("demon.png");
textureList.push_back("dimallas.png"); textureList.push_back("dimallas.png");
textureList.push_back("diskette.png"); textureList.push_back("floppy.png");
textureList.push_back("dong.png"); textureList.push_back("dong.png");
textureList.push_back("guitar.png"); textureList.push_back("guitar.png");
textureList.push_back("heavy.png"); textureList.push_back("heavy.png");
textureList.push_back("jailer.png"); textureList.push_back("jailer_#1.png");
textureList.push_back("jailer2.png"); textureList.push_back("jailer_#2.png");
textureList.push_back("jailer3.png"); textureList.push_back("jailer_#3.png");
textureList.push_back("jb_alien.png"); textureList.push_back("jailbattle_alien.png");
textureList.push_back("jb_human.png"); textureList.push_back("jailbattle_human.png");
textureList.push_back("jeannine.png"); textureList.push_back("jeannine.png");
textureList.push_back("lamp.png"); textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png"); textureList.push_back("lord_abad.png");
@@ -721,7 +776,7 @@ void Director::loadResources(section_t section)
textureList.push_back("mummy.png"); textureList.push_back("mummy.png");
textureList.push_back("paco.png"); textureList.push_back("paco.png");
textureList.push_back("pepe_rosita_job.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("qvoid.png");
textureList.push_back("robot.png"); textureList.push_back("robot.png");
textureList.push_back("sam.png"); textureList.push_back("sam.png");
@@ -765,9 +820,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani"); animationList.push_back("abad.ani");
animationList.push_back("aerojailer.ani"); animationList.push_back("aerojailer.ani");
animationList.push_back("amstrad_cs.ani"); animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani"); animationList.push_back("flying_arounder.ani");
animationList.push_back("arounder_stop.ani"); animationList.push_back("stopped_arounder.ani");
animationList.push_back("arounder_walk.ani"); animationList.push_back("walking_arounder.ani");
animationList.push_back("arounder.ani"); animationList.push_back("arounder.ani");
animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani"); animationList.push_back("arounders_machine.ani");
@@ -786,15 +841,15 @@ void Director::loadResources(section_t section)
animationList.push_back("crosshair.ani"); animationList.push_back("crosshair.ani");
animationList.push_back("demon.ani"); animationList.push_back("demon.ani");
animationList.push_back("dimallas.ani"); animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani"); animationList.push_back("floppy.ani");
animationList.push_back("dong.ani"); animationList.push_back("dong.ani");
animationList.push_back("guitar.ani"); animationList.push_back("guitar.ani");
animationList.push_back("heavy.ani"); animationList.push_back("heavy.ani");
animationList.push_back("jailer.ani"); animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer2.ani"); animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer3.ani"); animationList.push_back("jailer_#3.ani");
animationList.push_back("jb_alien.ani"); animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jb_human.ani"); animationList.push_back("jailbattle_human.ani");
animationList.push_back("jeannine.ani"); animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani"); animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani"); animationList.push_back("lord_abad.ani");
@@ -802,7 +857,7 @@ void Director::loadResources(section_t section)
animationList.push_back("mummy.ani"); animationList.push_back("mummy.ani");
animationList.push_back("paco.ani"); animationList.push_back("paco.ani");
animationList.push_back("pepe_rosita_job.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("qvoid.ani");
animationList.push_back("robot.ani"); animationList.push_back("robot.ani");
animationList.push_back("sam.ani"); animationList.push_back("sam.ani");
@@ -976,6 +1031,22 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->configVersion = value; options->configVersion = value;
} }
else if (var == "keys")
{
if (value == "OPQA")
{
options->keys = ctrl_opqa;
}
else if (value == "WASD")
{
options->keys = ctrl_wasd;
}
else
{
options->keys = ctrl_cursor;
}
}
else if (var == "videoMode") else if (var == "videoMode")
{ {
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP") if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
@@ -1033,13 +1104,14 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->borderEnabled = stringToBool(value); options->borderEnabled = stringToBool(value);
} }
else if (var == "borderSize") else if (var == "borderWidth")
{ {
options->borderSize = std::stof(value); options->borderWidth = std::stoi(value);
if (options->borderSize < 0.0f || options->borderSize > 0.5f) }
{
options->borderSize = 0.1f; else if (var == "borderHeight")
} {
options->borderHeight = std::stoi(value);
} }
else if (var == "palette") else if (var == "palette")
@@ -1081,6 +1153,39 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->online.jailerID = value; 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) == "#") else if (var == "" || var.substr(0, 1) == "#")
{ {
} }
@@ -1103,10 +1208,26 @@ void Director::initInput()
input->discoverGameController(); input->discoverGameController();
// Asigna inputs a teclas // Asigna inputs a teclas
input->bindKey(INPUT_UP, SDL_SCANCODE_UP); if (options->keys == ctrl_cursor)
{
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
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_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE); input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
@@ -1114,14 +1235,14 @@ void Director::initInput()
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_ESCAPE, 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_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B); 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); input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
} }
@@ -1165,8 +1286,8 @@ bool Director::initSDL()
int incH = 0; int incH = 0;
if (options->borderEnabled) if (options->borderEnabled)
{ {
incW = options->gameWidth * options->borderSize; incW = options->borderWidth * 2;
incH = options->gameHeight * options->borderSize; 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); 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);
@@ -1377,12 +1498,12 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/abad.png", t_bitmap); 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.ani", t_data);
asset->add(prefix + "/data/enemies/amstrad_cs.png", t_bitmap); 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/flying_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_fly.png", t_bitmap); asset->add(prefix + "/data/enemies/flying_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_stop.ani", t_data); asset->add(prefix + "/data/enemies/stopped_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_stop.png", t_bitmap); asset->add(prefix + "/data/enemies/stopped_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_walk.ani", t_data); asset->add(prefix + "/data/enemies/walking_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_walk.png", t_bitmap); 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.ani", t_data);
asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap); asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data); asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data);
@@ -1417,24 +1538,24 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/demon.png", t_bitmap); asset->add(prefix + "/data/enemies/demon.png", t_bitmap);
asset->add(prefix + "/data/enemies/dimallas.ani", t_data); asset->add(prefix + "/data/enemies/dimallas.ani", t_data);
asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap); asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap);
asset->add(prefix + "/data/enemies/diskette.ani", t_data); asset->add(prefix + "/data/enemies/floppy.ani", t_data);
asset->add(prefix + "/data/enemies/diskette.png", t_bitmap); asset->add(prefix + "/data/enemies/floppy.png", t_bitmap);
asset->add(prefix + "/data/enemies/dong.ani", t_data); asset->add(prefix + "/data/enemies/dong.ani", t_data);
asset->add(prefix + "/data/enemies/dong.png", t_bitmap); asset->add(prefix + "/data/enemies/dong.png", t_bitmap);
asset->add(prefix + "/data/enemies/guitar.ani", t_data); asset->add(prefix + "/data/enemies/guitar.ani", t_data);
asset->add(prefix + "/data/enemies/guitar.png", t_bitmap); asset->add(prefix + "/data/enemies/guitar.png", t_bitmap);
asset->add(prefix + "/data/enemies/heavy.ani", t_data); asset->add(prefix + "/data/enemies/heavy.ani", t_data);
asset->add(prefix + "/data/enemies/heavy.png", t_bitmap); asset->add(prefix + "/data/enemies/heavy.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#1.ani", t_data);
asset->add(prefix + "/data/enemies/jailer.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#1.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer2.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#2.ani", t_data);
asset->add(prefix + "/data/enemies/jailer2.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#2.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer3.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#3.ani", t_data);
asset->add(prefix + "/data/enemies/jailer3.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#3.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_alien.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_alien.ani", t_data);
asset->add(prefix + "/data/enemies/jb_alien.png", t_bitmap); asset->add(prefix + "/data/enemies/jailbattle_alien.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_human.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_human.ani", t_data);
asset->add(prefix + "/data/enemies/jb_human.png", t_bitmap); 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.ani", t_data);
asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap); asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap);
asset->add(prefix + "/data/enemies/lamp.ani", t_data); asset->add(prefix + "/data/enemies/lamp.ani", t_data);
@@ -1447,8 +1568,8 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/mummy.png", t_bitmap); asset->add(prefix + "/data/enemies/mummy.png", t_bitmap);
asset->add(prefix + "/data/enemies/paco.ani", t_data); asset->add(prefix + "/data/enemies/paco.ani", t_data);
asset->add(prefix + "/data/enemies/paco.png", t_bitmap); asset->add(prefix + "/data/enemies/paco.png", t_bitmap);
asset->add(prefix + "/data/enemies/printer.ani", t_data); asset->add(prefix + "/data/enemies/elsa.ani", t_data);
asset->add(prefix + "/data/enemies/printer.png", t_bitmap); asset->add(prefix + "/data/enemies/elsa.png", t_bitmap);
asset->add(prefix + "/data/enemies/qvoid.ani", t_data); asset->add(prefix + "/data/enemies/qvoid.ani", t_data);
asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap); asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap);
asset->add(prefix + "/data/enemies/robot.ani", t_data); asset->add(prefix + "/data/enemies/robot.ani", t_data);

View File

@@ -49,7 +49,7 @@ private:
// Variables // Variables
section_t section; // Sección y subsección actual del programa; section_t section; // Sección y subsección actual del programa;
JA_Music music; // Musica del titulo JA_Music_t* music; // Musica del titulo
std::string executablePath; // Path del ejecutable std::string executablePath; // Path del ejecutable
std::string systemFolder; // Carpeta del sistema donde guardar datos std::string systemFolder; // Carpeta del sistema donde guardar datos

View File

@@ -119,16 +119,16 @@ void Ending::render()
screen->clean(stringToColor(options->palette, "black")); screen->clean(stringToColor(options->palette, "black"));
// Dibuja las imagenes de la escena // Dibuja las imagenes de la escena
spritePics.at(scene).sprite->render(); spritePics[scene].sprite->render();
spritePics.at(scene).coverSprite->render(); spritePics[scene].coverSprite->render();
// Dibuja los textos de la escena // Dibuja los textos de la escena
for (auto ti : scenes.at(scene).textIndex) for (auto ti : scenes[scene].textIndex)
{ {
if (counter > ti.trigger) if (counter > ti.trigger)
{ {
spriteTexts.at(ti.index).sprite->render(); spriteTexts[ti.index].sprite->render();
spriteTexts.at(ti.index).coverSprite->render(); spriteTexts[ti.index].coverSprite->render();
} }
} }
@@ -511,7 +511,7 @@ void Ending::updateCounters()
counter++; counter++;
} }
if (counter > scenes.at(scene).counterEnd - 100) if (counter > scenes[scene].counterEnd - 100)
{ {
coverCounter++; coverCounter++;
} }
@@ -522,20 +522,20 @@ void Ending::updateSpriteCovers()
{ // Actualiza la cortinilla de los textos { // Actualiza la cortinilla de los textos
if (counter % 4 == 0) if (counter % 4 == 0)
{ {
for (auto ti : scenes.at(scene).textIndex) for (auto ti : scenes[scene].textIndex)
{ {
if (counter > ti.trigger) 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[ti.index].clipHeight -= 2;
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 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);
} }
} }
} }
@@ -543,27 +543,27 @@ void Ending::updateSpriteCovers()
// Actualiza la cortinilla de las imagenes // Actualiza la cortinilla de las imagenes
if (counter % 2 == 0) 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; spritePics[scene].clipHeight -= 2;
if (spritePics.at(scene).clipHeight < 0) 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 // Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene() void Ending::checkChangeScene()
{ {
if (counter > scenes.at(scene).counterEnd) if (counter > scenes[scene].counterEnd)
{ {
scene++; scene++;
counter = 0; counter = 0;
@@ -639,20 +639,20 @@ void Ending::switchPalette()
{ {
options->palette = p_zxarne; options->palette = p_zxarne;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1_zxarne.png")); spritePics[0].sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2_zxarne.png")); spritePics[1].sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3_zxarne.png")); spritePics[2].sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4_zxarne.png")); spritePics[3].sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5_zxarne.png")); spritePics[4].sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
} }
else else
{ {
options->palette = p_zxspectrum; options->palette = p_zxspectrum;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1.png")); spritePics[0].sprite->setTexture(resource->getTexture("ending1.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2.png")); spritePics[1].sprite->setTexture(resource->getTexture("ending2.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3.png")); spritePics[2].sprite->setTexture(resource->getTexture("ending3.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4.png")); spritePics[3].sprite->setTexture(resource->getTexture("ending4.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5.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 std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
int scene; // Escena actual int scene; // Escena actual
std::vector<scene_t> scenes; // Vector con los textos e imagenes de cada escena 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 // Actualiza el objeto
void update(); void update();

View File

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

View File

@@ -39,7 +39,7 @@ private:
section_t section; // Estado del bucle principal para saber si continua o se sale section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
JA_Music music; // Musica que suena durante el final JA_Music_t* music; // Musica que suena durante el final
std::vector<std::string> spriteList; // Lista con todos los sprites a dibujar std::vector<std::string> spriteList; // Lista con todos los sprites a dibujar
std::vector<color_t> colors; // Vector con los colores para el fade std::vector<color_t> colors; // Vector con los colores para el fade
int maxSpriteWidth; // El valor de ancho del sprite mas ancho int maxSpriteWidth; // El valor de ancho del sprite mas ancho

View File

@@ -281,6 +281,11 @@ void EnterID::switchPalette()
// Inicializa los servicios online // Inicializa los servicios online
void EnterID::initOnline() void EnterID::initOnline()
{ {
if (options->online.sessionEnabled)
{ // Si ya ha iniciado la sesión, que no continue
return;
}
if (options->online.jailerID == "") if (options->online.jailerID == "")
{ // Jailer ID no definido { // Jailer ID no definido
@@ -289,10 +294,14 @@ void EnterID::initOnline()
else else
{ // Jailer ID iniciado { // Jailer ID iniciado
options->online.enabled = true; options->online.enabled = options->online.sessionEnabled = true;
jscore::init(options->online.server, options->online.port); jscore::init(options->online.server, options->online.port);
#ifdef DEBUG
const std::string caption = options->online.jailerID + " IS LOGGED IN (DEBUG)";
#else
const std::string caption = options->online.jailerID + " IS LOGGED IN"; const std::string caption = options->online.jailerID + " IS LOGGED IN";
#endif
screen->showNotification(caption); screen->showNotification(caption);
if (options->console) if (options->console)
{ {

View File

@@ -42,12 +42,31 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
deathSound = JA_LoadSound(asset->get("death.wav").c_str()); deathSound = JA_LoadSound(asset->get("death.wav").c_str());
stats = new Stats(asset->get("stats.csv"), asset->get("stats_buffer.csv"), options); stats = new Stats(asset->get("stats.csv"), asset->get("stats_buffer.csv"), options);
// Crea la textura para poner el nombre de la habitación
roomNameTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, text->getCharacterSize() * 2);
if (roomNameTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: roomNameTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Establece el blend mode de la textura
SDL_SetTextureBlendMode(roomNameTexture, SDL_BLENDMODE_BLEND);
// Establece el destino de la textura
roomNameRect = {0, PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH, text->getCharacterSize() * 2};
// Pone el nombre de la habitación en la textura
fillRoomNameTexture();
// Inicializa el resto de variables // Inicializa el resto de variables
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
board.lives = 9; board.lives = 9;
#ifdef DEBUG #ifdef DEBUG
board.lives = 0; board.lives = 9;
#endif #endif
board.items = 0; board.items = 0;
board.rooms = 1; board.rooms = 1;
@@ -78,6 +97,8 @@ Game::~Game()
delete text; delete text;
delete stats; delete stats;
SDL_DestroyTexture(roomNameTexture);
JA_DeleteMusic(music); JA_DeleteMusic(music);
JA_DeleteSound(deathSound); JA_DeleteSound(deathSound);
} }
@@ -146,7 +167,7 @@ void Game::checkEventHandler()
board.music ? JA_ResumeMusic() : JA_PauseMusic(); board.music ? JA_ResumeMusic() : JA_PauseMusic();
break; break;
case SDL_SCANCODE_P: case SDL_SCANCODE_H:
switchPause(); switchPause();
break; break;
@@ -256,8 +277,8 @@ void Game::render()
{ {
// Prepara para dibujar el frame // Prepara para dibujar el frame
screen->start(); screen->start();
screen->clean(room->getBGColor());
// Dibuja los elementos del juego en orden
room->renderMap(); room->renderMap();
room->renderEnemies(); room->renderEnemies();
room->renderItems(); room->renderItems();
@@ -317,13 +338,8 @@ void Game::renderDebugInfo()
// Escribe el nombre de la pantalla // Escribe el nombre de la pantalla
void Game::renderRoomName() void Game::renderRoomName()
{ {
// Texto en el centro de la pantalla // Dibuja la textura con el nombre de la habitación
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; SDL_RenderCopy(renderer, roomNameTexture, nullptr, &roomNameRect);
color_t color = stringToColor(options->palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
} }
// Cambia de habitación // Cambia de habitación
@@ -345,6 +361,9 @@ bool Game::changeRoom(std::string file)
// Crea un objeto habitación nuevo a partir del fichero // Crea un objeto habitación nuevo a partir del fichero
room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, board.jailEnabled, debug); room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, board.jailEnabled, debug);
// Pone el nombre de la habitación en la textura
fillRoomNameTexture();
// Pone el color del marcador en función del color del borde de la habitación // Pone el color del marcador en función del color del borde de la habitación
setScoreBoardColor(); setScoreBoardColor();
@@ -539,22 +558,16 @@ void Game::setScoreBoardColor()
// Comprueba si ha finalizado el juego // Comprueba si ha finalizado el juego
bool Game::checkEndGame() bool Game::checkEndGame()
{ {
const bool isOnTheRoom = room->getName() == "THE JAIL"; // Estar en la habitación que toca const bool isOnTheRoom = room->getName() == "THE JAIL"; // Estar en la habitación que toca
const bool haveTheItems = board.items >= int(totalItems * 0.9f); // Con mas del 90% de los items recogidos const bool haveTheItems = board.items >= int(totalItems * 0.9f) || options->cheat.jailEnabled; // Con mas del 90% de los items recogidos
const bool isOnTheDoor = player->getRect().x <= 128; // Y en la ubicación que toca (En la puerta) const bool isOnTheDoor = player->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
if (haveTheItems) if (haveTheItems)
{ {
board.jailEnabled = true; board.jailEnabled = true;
} }
if (isOnTheRoom && haveTheItems && isOnTheDoor) if (haveTheItems && isOnTheRoom && isOnTheDoor)
{
section.name = SECTION_PROG_ENDING;
return true;
}
if (options->cheat.jailEnabled && isOnTheRoom && isOnTheDoor)
{ {
section.name = SECTION_PROG_ENDING; section.name = SECTION_PROG_ENDING;
return true; return true;
@@ -616,7 +629,12 @@ void Game::checkRestoringJail()
} }
static int counter = 0; static int counter = 0;
counter++;
if (!paused)
{
counter++;
}
if (counter == 100) if (counter == 100)
{ {
counter = 0; counter = 0;
@@ -638,3 +656,21 @@ void Game::initStats()
stats->init(); stats->init();
} }
// Crea la textura con el nombre de la habitación
void Game::fillRoomNameTexture()
{
// Pone la textura como destino de renderizado
SDL_SetRenderTarget(renderer, roomNameTexture);
// Rellena la textura de color
const color_t color = stringToColor(options->palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
// Escribe el texto en la textura
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room->getName(), 1, room->getBGColor());
// Deja el renderizador por defecto
SDL_SetRenderTarget(renderer, nullptr);
}

View File

@@ -26,35 +26,37 @@ class Game
{ {
private: private:
// Objetos y punteros // Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana SDL_Renderer *renderer; // El renderizador de la ventana
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Screen *screen; // Objeto encargado de manejar el renderizador Screen *screen; // Objeto encargado de manejar el renderizador
Room *room; // Objeto encargado de gestionar cada habitación del juego Room *room; // Objeto encargado de gestionar cada habitación del juego
Player *player; // Objeto con el jugador Player *player; // Objeto con el jugador
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
RoomTracker *roomTracker; // Lleva el control de las habitaciones visitadas RoomTracker *roomTracker; // Lleva el control de las habitaciones visitadas
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada Input *input; // Objeto pata gestionar la entrada
Text *text; // Objeto para los textos del juego Text *text; // Objeto para los textos del juego
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
Resource *resource; // Objeto con los recursos Resource *resource; // Objeto con los recursos
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
Stats *stats; // Objeto encargado de gestionar las estadísticas Stats *stats; // Objeto encargado de gestionar las estadísticas
SDL_Texture *roomNameTexture; // Textura para escribir el nombre de la habitación
// Variables // Variables
JA_Music music; // Musica que suena durante el juego JA_Music_t *music; // Musica que suena durante el juego
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual std::string currentRoom; // Fichero de la habitación actual
playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador JA_Sound_t *deathSound; // Sonido a reproducir cuando muere el jugador
board_t board; // Estructura con los datos del marcador board_t board; // Estructura con los datos del marcador
bool paused; // Indica si el juego se encuentra en pausa bool paused; // Indica si el juego se encuentra en pausa
bool blackScreen; // Indica si la pantalla está en negro. Se utiliza para la muerte del jugador bool blackScreen; // Indica si la pantalla está en negro. Se utiliza para la muerte del jugador
int blackScreenCounter; // Contador para temporizar la pantalla en negro int blackScreenCounter; // Contador para temporizar la pantalla en negro
int totalItems; // Cantidad total de items que hay en el mapeado del juego int totalItems; // Cantidad total de items que hay en el mapeado del juego
SDL_Rect roomNameRect; // Rectangulo donde pintar la textura con el nombre de la habitación
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
void update(); void update();
@@ -133,6 +135,9 @@ private:
// Inicializa el diccionario de las estadísticas // Inicializa el diccionario de las estadísticas
void initStats(); void initStats();
// Pone el nombre de la habitación en la textura
void fillRoomNameTexture();
public: public:
// Constructor // Constructor
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug); Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);

View File

@@ -198,13 +198,13 @@ void GameOver::updateColor()
// const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght; // const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const float step = std::min(counter, fadeLenght) / (float)fadeLenght; const float step = std::min(counter, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) - int((colors.size() - 1) * step); const int index = (colors.size() - 1) - int((colors.size() - 1) * step);
color = colors.at(index); color = colors[index];
} }
else else
{ {
const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght; const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) * step; const int index = (colors.size() - 1) * step;
color = colors.at(index); color = colors[index];
} }
} }

View File

@@ -40,7 +40,7 @@ private:
int endSection; // Contador: cuando acaba la sección int endSection; // Contador: cuando acaba la sección
int iniFade; // Contador: cuando emiepza el fade int iniFade; // Contador: cuando emiepza el fade
int fadeLenght; // Contador: duración del fade int fadeLenght; // Contador: duración del fade
JA_Music music; // Musica que suena durante el juego JA_Music_t* music; // Musica que suena durante el juego
// Actualiza el objeto // Actualiza el objeto
void update(); void update();

View File

@@ -36,16 +36,8 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
loadCounter = 0; loadCounter = 0;
lineCounter = 0;
loadingFirstPart = true; loadingFirstPart = true;
loadRect = {0, 0, 51, 1};
// Ls lineas que tapan la primera textura
for (int i = 0; i < 192; ++i)
{
lines[i].x1 = 0;
lines[i].x2 = 257;
lines[i].y = i;
}
// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum // Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
for (int i = 0; i < 192; ++i) for (int i = 0; i < 192; ++i)
@@ -134,7 +126,7 @@ void Intro::checkEventHandler()
break; break;
case SDL_SCANCODE_F5: case SDL_SCANCODE_F5:
switchPalette(); //switchPalette();
break; break;
default: default:
@@ -154,25 +146,24 @@ void Intro::updateLoad()
{ {
// Cada 5 pasos el loadCounter se incrementa en uno // Cada 5 pasos el loadCounter se incrementa en uno
const int numSteps = 5; const int numSteps = 5;
const int step = 51;
loadCounter = counter / numSteps; loadCounter = counter / numSteps;
if (loadCounter < 192) if (loadCounter < 192)
{ {
const int step = 256 / numSteps; loadRect.x = step * (counter % numSteps);
lines[lineIndex[loadCounter]].x1 = step * (counter % numSteps); loadRect.y = lineIndex[loadCounter];
sprite1->setSpriteClip(loadRect);
// Elimina por completo la linea anterior sprite1->setRect(loadRect);
if (loadCounter > 0)
{
lines[lineIndex[loadCounter - 1]].x1 = 256;
}
} }
// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga // Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
else if (loadCounter == 192) else if (loadCounter == 192)
{ {
loadingFirstPart = false; loadingFirstPart = false;
loadCounter = 0; loadCounter = 0;
loadRect = {0, 0, 16, 8};
sprite2->setRect(loadRect);
sprite2->setSpriteClip(loadRect);
JA_PlayMusic(loadingSound3); JA_PlayMusic(loadingSound3);
} }
} }
@@ -180,57 +171,36 @@ void Intro::updateLoad()
else else
{ {
loadCounter += 2; loadCounter += 2;
loadCounter = std::min(loadCounter, 768); loadRect.x = (loadCounter * 8) % 256;
loadRect.y = (loadCounter / 32) * 8;
sprite2->setSpriteClip(loadRect);
sprite2->setRect(loadRect);
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
JA_StopMusic();
}
} }
} }
// Gestiona el contador interno // Gestiona el contador interno
void Intro::updateCounter() void Intro::updateCounter()
{ {
if (preCounter >= 50) (preCounter >= 50) ? counter++ : preCounter++;
{ // Si el contador previo ha llegado a 50, empieza a contar el contador normal
if (counter == 0) if (counter == 1)
{ {
JA_PlayMusic(loadingSound2); JA_PlayMusic(loadingSound2);
}
counter++;
}
else
{ // Actualiza el precontador
preCounter++;
} }
} }
// Dibuja la pantalla de carga // Dibuja la pantalla de carga
void Intro::renderLoad() void Intro::renderLoad()
{ {
// Carga 1 - Blanco y negro loadingFirstPart ? sprite1->render() : sprite2->render();
if (loadingFirstPart)
{
// Dibuja la textura de pantalla de carga en blanco y negro en pantalla
sprite1->render();
// Dibuja las 192 lineas negras sobre la textura
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
for (int i = 0; i < 192; ++i)
{
SDL_RenderDrawLine(renderer, lines[i].x1, lines[i].y, lines[i].x2, lines[i].y);
}
}
else
// Carga 2 - Color
{
sprite1->render();
SDL_Rect rect = {0, 0, 8, 8};
for (int i = 0; i < loadCounter; ++i)
{
rect.x = (i * 8) % 256;
rect.y = (i / 32) * 8;
sprite2->setRect(rect);
sprite2->setSpriteClip(rect);
sprite2->render();
}
}
} }
// Actualiza las variables // Actualiza las variables
@@ -253,14 +223,6 @@ void Intro::update()
// Actualiza las notificaciones // Actualiza las notificaciones
screen->updateNotifier(); screen->updateNotifier();
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
JA_StopMusic();
}
} }
} }
@@ -270,9 +232,6 @@ void Intro::render()
// Prepara para empezar a dibujar en la textura de juego // Prepara para empezar a dibujar en la textura de juego
screen->start(); screen->start();
// Limpia la pantalla
screen->clean();
// Dibuja la pantalla de carga // Dibuja la pantalla de carga
renderLoad(); renderLoad();

View File

@@ -38,13 +38,12 @@ private:
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int loadCounter; // Contador para controlar las cargas int loadCounter; // Contador para controlar las cargas
int lineCounter; // Contador para dibujar las lineas de carga
bool loadingFirstPart; // Para saber en que parte de la carga se encuentra bool loadingFirstPart; // Para saber en que parte de la carga se encuentra
JA_Music loadingSound1; // Sonidos para imitar la carga tipo spectrum JA_Music_t* loadingSound1; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound2; // Sonidos para imitar la carga tipo spectrum JA_Music_t* loadingSound2; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound3; // Sonidos para imitar la carga tipo spectrum JA_Music_t* loadingSound3; // Sonidos para imitar la carga tipo spectrum
h_line_t lines[192]; // Las 192 lineas que forman la pantalla de carga
int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga
SDL_Rect loadRect; // Rectangulo para dibujar la pantalla de carga
// Actualiza las variables // Actualiza las variables
void update(); void update();

View File

@@ -36,7 +36,7 @@ Item::~Item()
void Item::render() void Item::render()
{ {
const int index = (counter / colorChangeSpeed) % color.size(); const int index = (counter / colorChangeSpeed) % color.size();
sprite->getTexture()->setColor(color.at(index).r, color.at(index).g, color.at(index).b); sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
sprite->render(); sprite->render();
sprite->getTexture()->setColor(255, 255, 255); sprite->getTexture()->setColor(255, 255, 255);
} }

View File

@@ -26,13 +26,13 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
sprite.back()->setSpriteClip(0, i, texture->getWidth(), 1); sprite.back()->setSpriteClip(0, i, texture->getWidth(), 1);
if (i % 2 == 0) if (i % 2 == 0)
{ {
sprite.at(i)->setPosX(256 + (i * 3)); sprite[i]->setPosX(256 + (i * 3));
} }
else else
{ {
sprite.at(i)->setPosX(-181 - (i * 3)); sprite[i]->setPosX(-181 - (i * 3));
} }
sprite.at(i)->setPosY(83 + i); sprite[i]->setPosY(83 + i);
} }
// Inicializa variables // Inicializa variables
@@ -142,22 +142,22 @@ void Logo::updateJAILGAMES()
{ {
const int speed = 8; const int speed = 8;
const int dest = 37; const int dest = 37;
if (sprite.at(i)->getPosX() != 37) if (sprite[i]->getPosX() != 37)
{ {
if (i % 2 == 0) if (i % 2 == 0)
{ {
sprite.at(i)->incPosX(-speed); sprite[i]->incPosX(-speed);
if (sprite.at(i)->getPosX() < dest) if (sprite[i]->getPosX() < dest)
{ {
sprite.at(i)->setPosX(dest); sprite[i]->setPosX(dest);
} }
} }
else else
{ {
sprite.at(i)->incPosX(speed); sprite[i]->incPosX(speed);
if (sprite.at(i)->getPosX() > dest) if (sprite[i]->getPosX() > dest)
{ {
sprite.at(i)->setPosX(dest); sprite[i]->setPosX(dest);
} }
} }
} }
@@ -173,72 +173,72 @@ void Logo::updateTextureColors()
if (counter == ini + inc * 0) if (counter == ini + inc * 0)
{ {
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b); texture2->setColor(color[0].r, color[0].g, color[0].b);
} }
else if (counter == ini + inc * 1) else if (counter == ini + inc * 1)
{ {
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b); texture2->setColor(color[1].r, color[1].g, color[1].b);
} }
else if (counter == ini + inc * 2) else if (counter == ini + inc * 2)
{ {
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b); texture2->setColor(color[2].r, color[2].g, color[2].b);
} }
else if (counter == ini + inc * 3) else if (counter == ini + inc * 3)
{ {
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b); texture2->setColor(color[3].r, color[3].g, color[3].b);
} }
else if (counter == ini + inc * 4) else if (counter == ini + inc * 4)
{ {
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b); texture2->setColor(color[4].r, color[4].g, color[4].b);
} }
else if (counter == ini + inc * 5) else if (counter == ini + inc * 5)
{ {
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b); texture2->setColor(color[5].r, color[5].g, color[5].b);
} }
else if (counter == ini + inc * 6) else if (counter == ini + inc * 6)
{ {
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b); texture2->setColor(color[6].r, color[6].g, color[6].b);
} }
else if (counter == ini + inc * 7) else if (counter == ini + inc * 7)
{ {
texture2->setColor(color.at(7).r, color.at(7).g, color.at(7).b); texture2->setColor(color[7].r, color[7].g, color[7].b);
} }
else if (counter == initFade + inc * 0) else if (counter == initFade + inc * 0)
{ {
texture->setColor(color.at(6).r, color.at(6).g, color.at(6).b); texture->setColor(color[6].r, color[6].g, color[6].b);
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b); texture2->setColor(color[6].r, color[6].g, color[6].b);
} }
else if (counter == initFade + inc * 1) else if (counter == initFade + inc * 1)
{ {
texture->setColor(color.at(5).r, color.at(5).g, color.at(5).b); texture->setColor(color[5].r, color[5].g, color[5].b);
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b); texture2->setColor(color[5].r, color[5].g, color[5].b);
} }
else if (counter == initFade + inc * 2) else if (counter == initFade + inc * 2)
{ {
texture->setColor(color.at(4).r, color.at(4).g, color.at(4).b); texture->setColor(color[4].r, color[4].g, color[4].b);
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b); texture2->setColor(color[4].r, color[4].g, color[4].b);
} }
else if (counter == initFade + inc * 3) else if (counter == initFade + inc * 3)
{ {
texture->setColor(color.at(3).r, color.at(3).g, color.at(3).b); texture->setColor(color[3].r, color[3].g, color[3].b);
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b); texture2->setColor(color[3].r, color[3].g, color[3].b);
} }
else if (counter == initFade + inc * 4) else if (counter == initFade + inc * 4)
{ {
texture->setColor(color.at(2).r, color.at(2).g, color.at(2).b); texture->setColor(color[2].r, color[2].g, color[2].b);
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b); texture2->setColor(color[2].r, color[2].g, color[2].b);
} }
else if (counter == initFade + inc * 5) else if (counter == initFade + inc * 5)
{ {
texture->setColor(color.at(1).r, color.at(1).g, color.at(1).b); texture->setColor(color[1].r, color[1].g, color[1].b);
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b); texture2->setColor(color[1].r, color[1].g, color[1].b);
} }
else if (counter == initFade + inc * 6) else if (counter == initFade + inc * 6)
{ {
texture->setColor(color.at(0).r, color.at(0).g, color.at(0).b); texture->setColor(color[0].r, color[0].g, color[0].b);
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b); texture2->setColor(color[0].r, color[0].g, color[0].b);
} }
} }

View File

@@ -81,8 +81,8 @@ public:
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
int jumpIni; // Valor del eje Y en el que se inicia el salto int jumpIni; // Valor del eje Y en el que se inicia el salto
float maxVY; // Velocidad máxima que puede alcanzar al desplazarse en vertical float maxVY; // Velocidad máxima que puede alcanzar al desplazarse en vertical
std::vector<JA_Sound> jumpSound; // Vecor con todos los sonidos del salto std::vector<JA_Sound_t*> jumpSound; // Vecor con todos los sonidos del salto
std::vector<JA_Sound> fallSound; // Vecor con todos los sonidos de la caída std::vector<JA_Sound_t*> fallSound; // Vecor con todos los sonidos de la caída
int jumpCounter; // Cuenta el tiempo de salto int jumpCounter; // Cuenta el tiempo de salto
int fallCounter; // Cuenta el tiempo de caida int fallCounter; // Cuenta el tiempo de caida
bool alive; // Indica si el jugador esta vivo o no bool alive; // Indica si el jugador esta vivo o no

View File

@@ -473,7 +473,7 @@ Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, o
setAnimatedTiles(); setAnimatedTiles();
// Crea la textura para el mapa de tiles de la habitación // Crea la textura para el mapa de tiles de la habitación
mapTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); mapTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (mapTexture == nullptr) if (mapTexture == nullptr)
{ {
if (options->console) if (options->console)
@@ -534,8 +534,9 @@ color_t Room::getBorderColor()
// Crea la textura con el mapeado de la habitación // Crea la textura con el mapeado de la habitación
void Room::fillMapTexture() void Room::fillMapTexture()
{ {
const color_t color = stringToColor(options->palette, bgColor);
SDL_SetRenderTarget(renderer, mapTexture); SDL_SetRenderTarget(renderer, mapTexture);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo // Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
@@ -548,13 +549,13 @@ void Room::fillMapTexture()
// Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1 // Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1
// Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices) // Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices)
const int index = (y * mapWidth) + x; const int index = (y * mapWidth) + x;
const bool a = (tileMap.at(index) >= 18 * tileSetWidth) && (tileMap.at(index) < 19 * tileSetWidth); const bool a = (tileMap[index] >= 18 * tileSetWidth) && (tileMap[index] < 19 * tileSetWidth);
const bool b = tileMap.at(index) > -1; const bool b = tileMap[index] > -1;
if (b && !a) if (b && !a)
{ {
clip.x = (tileMap.at(index) % tileSetWidth) * tileSize; clip.x = (tileMap[index] % tileSetWidth) * tileSize;
clip.y = (tileMap.at(index) / tileSetWidth) * tileSize; clip.y = (tileMap[index] / tileSetWidth) * tileSize;
texture->render(renderer, x * tileSize, y * tileSize, &clip); texture->render(renderer, x * tileSize, y * tileSize, &clip);
#ifdef DEBUG #ifdef DEBUG
@@ -664,7 +665,8 @@ void Room::fillMapTexture()
void Room::renderMap() void Room::renderMap()
{ {
// Dibuja la textura con el mapa en pantalla // Dibuja la textura con el mapa en pantalla
SDL_RenderCopy(renderer, mapTexture, nullptr, nullptr); SDL_Rect dest = {0, 0, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, mapTexture, nullptr, &dest);
// Dibuja los tiles animados // Dibuja los tiles animados
#ifdef DEBUG #ifdef DEBUG
@@ -763,37 +765,37 @@ tile_e Room::getTile(int index)
if (onRange) if (onRange)
{ {
// Las filas 0-8 son de tiles t_wall // Las filas 0-8 son de tiles t_wall
if ((tileMap.at(index) >= 0) && (tileMap.at(index) < 9 * tileSetWidth)) if ((tileMap[index] >= 0) && (tileMap[index] < 9 * tileSetWidth))
{ {
return t_wall; return t_wall;
} }
// Las filas 9-17 son de tiles t_passable // Las filas 9-17 son de tiles t_passable
else if ((tileMap.at(index) >= 9 * tileSetWidth) && (tileMap.at(index) < 18 * tileSetWidth)) else if ((tileMap[index] >= 9 * tileSetWidth) && (tileMap[index] < 18 * tileSetWidth))
{ {
return t_passable; return t_passable;
} }
// Las filas 18-20 es de tiles t_animated // Las filas 18-20 es de tiles t_animated
else if ((tileMap.at(index) >= 18 * tileSetWidth) && (tileMap.at(index) < 21 * tileSetWidth)) else if ((tileMap[index] >= 18 * tileSetWidth) && (tileMap[index] < 21 * tileSetWidth))
{ {
return t_animated; return t_animated;
} }
// La fila 21 es de tiles t_slope_r // La fila 21 es de tiles t_slope_r
else if ((tileMap.at(index) >= 21 * tileSetWidth) && (tileMap.at(index) < 22 * tileSetWidth)) else if ((tileMap[index] >= 21 * tileSetWidth) && (tileMap[index] < 22 * tileSetWidth))
{ {
return t_slope_r; return t_slope_r;
} }
// La fila 22 es de tiles t_slope_l // La fila 22 es de tiles t_slope_l
else if ((tileMap.at(index) >= 22 * tileSetWidth) && (tileMap.at(index) < 23 * tileSetWidth)) else if ((tileMap[index] >= 22 * tileSetWidth) && (tileMap[index] < 23 * tileSetWidth))
{ {
return t_slope_l; return t_slope_l;
} }
// La fila 23 es de tiles t_kill // La fila 23 es de tiles t_kill
else if ((tileMap.at(index) >= 23 * tileSetWidth) && (tileMap.at(index) < 24 * tileSetWidth)) else if ((tileMap[index] >= 23 * tileSetWidth) && (tileMap[index] < 24 * tileSetWidth))
{ {
return t_kill; return t_kill;
} }
@@ -820,10 +822,10 @@ bool Room::itemCollision(SDL_Rect &rect)
{ {
for (int i = 0; i < (int)items.size(); ++i) for (int i = 0; i < (int)items.size(); ++i)
{ {
if (checkCollision(rect, items.at(i)->getCollider())) if (checkCollision(rect, items[i]->getCollider()))
{ {
itemTracker->addItem(name, items.at(i)->getPos()); itemTracker->addItem(name, items[i]->getPos());
delete items.at(i); delete items[i];
items.erase(items.begin() + i); items.erase(items.begin() + i);
JA_PlaySound(itemSound); JA_PlaySound(itemSound);
*itemsPicked = *itemsPicked + 1; *itemsPicked = *itemsPicked + 1;
@@ -955,14 +957,14 @@ void Room::setBottomSurfaces()
do do
{ {
h_line_t line; h_line_t line;
line.x1 = (tile.at(i) % mapWidth) * tileSize; line.x1 = (tile[i] % mapWidth) * tileSize;
line.y = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1; line.y = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
lastOne = i; lastOne = i;
i++; i++;
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
while (tile.at(i) == tile.at(i - 1) + 1) while (tile[i] == tile[i - 1] + 1)
{ {
lastOne = i; lastOne = i;
if (i == (int)tile.size() - 1) if (i == (int)tile.size() - 1)
@@ -973,11 +975,11 @@ void Room::setBottomSurfaces()
} }
} }
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1; line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
bottomSurfaces.push_back(line); bottomSurfaces.push_back(line);
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
if (tile.at(i) == -1) if (tile[i] == -1)
{ // Si el siguiente elemento es un separador, hay que saltarlo { // Si el siguiente elemento es un separador, hay que saltarlo
i++; i++;
} }
@@ -1018,14 +1020,14 @@ void Room::setTopSurfaces()
do do
{ {
h_line_t line; h_line_t line;
line.x1 = (tile.at(i) % mapWidth) * tileSize; line.x1 = (tile[i] % mapWidth) * tileSize;
line.y = (tile.at(i) / mapWidth) * tileSize; line.y = (tile[i] / mapWidth) * tileSize;
lastOne = i; lastOne = i;
i++; i++;
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
while (tile.at(i) == tile.at(i - 1) + 1) while (tile[i] == tile[i - 1] + 1)
{ {
lastOne = i; lastOne = i;
if (i == (int)tile.size() - 1) if (i == (int)tile.size() - 1)
@@ -1036,11 +1038,11 @@ void Room::setTopSurfaces()
} }
} }
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1; line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
topSurfaces.push_back(line); topSurfaces.push_back(line);
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
if (tile.at(i) == -1) if (tile[i] == -1)
{ // Si el siguiente elemento es un separador, hay que saltarlo { // Si el siguiente elemento es un separador, hay que saltarlo
i++; i++;
} }
@@ -1080,9 +1082,9 @@ void Room::setLeftSurfaces()
do do
{ {
v_line_t line; v_line_t line;
line.x = (tile.at(i) % mapWidth) * tileSize; line.x = (tile[i] % mapWidth) * tileSize;
line.y1 = ((tile.at(i) / mapWidth) * tileSize); line.y1 = ((tile[i] / mapWidth) * tileSize);
while (tile.at(i) + mapWidth == tile.at(i + 1)) while (tile[i] + mapWidth == tile[i + 1])
{ {
if (i == (int)tile.size() - 1) if (i == (int)tile.size() - 1)
{ {
@@ -1090,7 +1092,7 @@ void Room::setLeftSurfaces()
} }
i++; i++;
} }
line.y2 = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1; line.y2 = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
leftSurfaces.push_back(line); leftSurfaces.push_back(line);
i++; i++;
} while (i < (int)tile.size() - 1); } while (i < (int)tile.size() - 1);
@@ -1128,9 +1130,9 @@ void Room::setRightSurfaces()
do do
{ {
v_line_t line; v_line_t line;
line.x = ((tile.at(i) % mapWidth) * tileSize) + tileSize - 1; line.x = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
line.y1 = ((tile.at(i) / mapWidth) * tileSize); line.y1 = ((tile[i] / mapWidth) * tileSize);
while (tile.at(i) + mapWidth == tile.at(i + 1)) while (tile[i] + mapWidth == tile[i + 1])
{ {
if (i == (int)tile.size() - 1) if (i == (int)tile.size() - 1)
{ {
@@ -1138,7 +1140,7 @@ void Room::setRightSurfaces()
} }
i++; i++;
} }
line.y2 = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1; line.y2 = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
rightSurfaces.push_back(line); rightSurfaces.push_back(line);
i++; i++;
} while (i < (int)tile.size() - 1); } while (i < (int)tile.size() - 1);
@@ -1165,14 +1167,14 @@ void Room::setLeftSlopes()
while (found.size() > 0) while (found.size() > 0)
{ {
d_line_t line; d_line_t line;
line.x1 = (found.at(0) % mapWidth) * tileSize; line.x1 = (found[0] % mapWidth) * tileSize;
line.y1 = (found.at(0) / mapWidth) * tileSize; line.y1 = (found[0] / mapWidth) * tileSize;
int lookingFor = found.at(0) + mapWidth + 1; int lookingFor = found[0] + mapWidth + 1;
int lastOneFound = found.at(0); int lastOneFound = found[0];
found.erase(found.begin()); found.erase(found.begin());
for (int i = 0; i < (int)found.size(); ++i) for (int i = 0; i < (int)found.size(); ++i)
{ {
if (found.at(i) == lookingFor) if (found[i] == lookingFor)
{ {
lastOneFound = lookingFor; lastOneFound = lookingFor;
lookingFor += mapWidth + 1; lookingFor += mapWidth + 1;
@@ -1206,14 +1208,14 @@ void Room::setRightSlopes()
while (found.size() > 0) while (found.size() > 0)
{ {
d_line_t line; d_line_t line;
line.x1 = ((found.at(0) % mapWidth) * tileSize) + tileSize - 1; line.x1 = ((found[0] % mapWidth) * tileSize) + tileSize - 1;
line.y1 = (found.at(0) / mapWidth) * tileSize; line.y1 = (found[0] / mapWidth) * tileSize;
int lookingFor = found.at(0) + mapWidth - 1; int lookingFor = found[0] + mapWidth - 1;
int lastOneFound = found.at(0); int lastOneFound = found[0];
found.erase(found.begin()); found.erase(found.begin());
for (int i = 0; i < (int)found.size(); ++i) for (int i = 0; i < (int)found.size(); ++i)
{ {
if (found.at(i) == lookingFor) if (found[i] == lookingFor)
{ {
lastOneFound = lookingFor; lastOneFound = lookingFor;
lookingFor += mapWidth - 1; lookingFor += mapWidth - 1;
@@ -1256,14 +1258,14 @@ void Room::setAutoSurfaces()
do do
{ {
h_line_t line; h_line_t line;
line.x1 = (tile.at(i) % mapWidth) * tileSize; line.x1 = (tile[i] % mapWidth) * tileSize;
line.y = (tile.at(i) / mapWidth) * tileSize; line.y = (tile[i] / mapWidth) * tileSize;
lastOne = i; lastOne = i;
i++; i++;
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
while (tile.at(i) == tile.at(i - 1) + 1) while (tile[i] == tile[i - 1] + 1)
{ {
lastOne = i; lastOne = i;
if (i == (int)tile.size() - 1) if (i == (int)tile.size() - 1)
@@ -1274,11 +1276,11 @@ void Room::setAutoSurfaces()
} }
} }
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1; line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
autoSurfaces.push_back(line); autoSurfaces.push_back(line);
if (i <= (int)tile.size() - 1) if (i <= (int)tile.size() - 1)
{ {
if (tile.at(i) == -1) if (tile[i] == -1)
{ // Si el siguiente elemento es un separador, hay que saltarlo { // Si el siguiente elemento es un separador, hay que saltarlo
i++; i++;
} }
@@ -1299,9 +1301,9 @@ void Room::setAnimatedTiles()
const int x = (i % mapWidth) * tileSize; const int x = (i % mapWidth) * tileSize;
const int y = (i / mapWidth) * tileSize; const int y = (i / mapWidth) * tileSize;
// TileMap.at(i) es el tile a poner // TileMap[i] es el tile a poner
const int xc = (tileMap.at(i) % tileSetWidth) * tileSize; const int xc = (tileMap[i] % tileSetWidth) * tileSize;
const int yc = (tileMap.at(i) / tileSetWidth) * tileSize; const int yc = (tileMap[i] / tileSetWidth) * tileSize;
aTile_t at; aTile_t at;
at.sprite = new Sprite(x, y, 8, 8, texture, renderer); at.sprite = new Sprite(x, y, 8, 8, texture, renderer);
@@ -1522,9 +1524,6 @@ void Room::openTheJail()
{ {
if (name == "THE JAIL") if (name == "THE JAIL")
{ {
// Cambia el color de fondo
bgColor = "red";
// Elimina el último enemigo (Bry debe ser el ultimo enemigo definido en el fichero) // Elimina el último enemigo (Bry debe ser el ultimo enemigo definido en el fichero)
delete enemies.back(); delete enemies.back();
enemies.pop_back(); enemies.pop_back();
@@ -1532,7 +1531,7 @@ void Room::openTheJail()
// Abre las puertas // Abre las puertas
const int tileA = 16 + (13 * 32); const int tileA = 16 + (13 * 32);
const int tileB = 16 + (14 * 32); const int tileB = 16 + (14 * 32);
tileMap.at(tileA) = -1; tileMap[tileA] = -1;
tileMap.at(tileB) = -1; tileMap[tileB] = -1;
} }
} }

View File

@@ -104,7 +104,7 @@ private:
std::string tileMapFile; // Fichero con el mapa de indices de tile std::string tileMapFile; // Fichero con el mapa de indices de tile
std::vector<int> tileMap; // Indice de los tiles a dibujar en la habitación std::vector<int> tileMap; // Indice de los tiles a dibujar en la habitación
int autoSurfaceDirection; // Sentido en el que arrastran las superficies automáticas de la habitación int autoSurfaceDirection; // Sentido en el que arrastran las superficies automáticas de la habitación
JA_Sound itemSound; // Sonido producido al coger un objeto JA_Sound_t *itemSound; // Sonido producido al coger un objeto
std::vector<h_line_t> bottomSurfaces; // Lista con las superficies inferiores de la habitación std::vector<h_line_t> bottomSurfaces; // Lista con las superficies inferiores de la habitación
std::vector<h_line_t> topSurfaces; // Lista con las superficies superiores de la habitación std::vector<h_line_t> topSurfaces; // Lista con las superficies superiores de la habitación
std::vector<v_line_t> leftSurfaces; // Lista con las superficies laterales de la parte izquierda de la habitación std::vector<v_line_t> leftSurfaces; // Lista con las superficies laterales de la parte izquierda de la habitación

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