#include "director.h" #include #include // Para errno, EEXIST, EACCES, ENAMETOO... #include // Para printf, perror #include // Para mkdir, stat, S_IRWXU #include // Para getuid #include // Para exit, EXIT_FAILURE, srand #include // Para basic_ostream, operator<<, cout #include // Para make_unique, unique_ptr #include // Para operator+, allocator, char_traits #include "asset.h" // Para Asset, AssetType #include "cheevos.h" // Para Cheevos #include "debug.h" // Para Debug #include "defines.h" // Para WINDOW_CAPTION #include "external/jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV... #include "input.h" // Para Input, InputAction #include "options.h" // Para Options, options, OptionsVideo #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "sections/credits.h" // Para Credits #include "sections/ending.h" // Para Ending #include "sections/ending2.h" // Para Ending2 #include "sections/game.h" // Para Game, GameMode #include "sections/game_over.h" // Para GameOver #include "sections/loading_screen.h" // Para LoadingScreen #include "sections/logo.h" // Para Logo #include "sections/title.h" // Para Title #include "ui/notifier.h" // Para Notifier #ifndef _WIN32 #include #endif // Constructor Director::Director(int argc, const char* argv[]) { std::cout << "Game start" << std::endl; // Crea e inicializa las opciones del programa initOptions(); // Comprueba los parametros del programa executable_path_ = checkProgramArguments(argc, argv); // Crea el objeto que controla los ficheros de recursos Asset::init(executable_path_); // Crea la carpeta del sistema donde guardar datos createSystemFolder("jailgames"); createSystemFolder("jailgames/jaildoctors_dilemma"); // Si falta algún fichero no inicia el programa if (!setFileList()) { exit(EXIT_FAILURE); } // Carga las opciones desde un fichero loadOptionsFromFile(Asset::get()->get("config.txt")); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Crea los objetos Screen::init(window_, renderer_); SDL_HideCursor(); Resource::init(); Notifier::init("", "8bithud"); Screen::get()->setNotificationsEnabled(true); Input::init(Asset::get()->get("gamecontrollerdb.txt")); initInput(); Debug::init(); Cheevos::init(Asset::get()->get("cheevos.bin")); } Director::~Director() { // Guarda las opciones a un fichero saveOptionsToFile(Asset::get()->get("config.txt")); // Destruye los singletones Cheevos::destroy(); Debug::destroy(); Input::destroy(); Notifier::destroy(); Resource::destroy(); Screen::destroy(); Asset::destroy(); SDL_DestroyRenderer(renderer_); SDL_DestroyWindow(window_); SDL_Quit(); std::cout << "\nBye!" << std::endl; } // Comprueba los parametros del programa std::string Director::checkProgramArguments(int argc, const char* argv[]) { // Iterar sobre los argumentos del programa for (int i = 1; i < argc; ++i) { std::string argument(argv[i]); if (argument == "--console") { options.console = true; } else if (argument == "--infiniteLives") { options.cheats.infinite_lives = Cheat::CheatState::ENABLED; } else if (argument == "--invincible") { options.cheats.invincible = Cheat::CheatState::ENABLED; } else if (argument == "--jailEnabled") { options.cheats.jail_is_open = Cheat::CheatState::ENABLED; } else if (argument == "--altSkin") { options.cheats.alternate_skin = Cheat::CheatState::ENABLED; } } return argv[0]; } // Crea la carpeta del sistema donde guardar datos void Director::createSystemFolder(const std::string& folder) { #ifdef _WIN32 system_folder_ = std::string(getenv("APPDATA")) + "/" + folder; #elif __APPLE__ struct passwd* pw = getpwuid(getuid()); const char* homedir = pw->pw_dir; system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder; #elif __linux__ struct passwd* pw = getpwuid(getuid()); const char* homedir = pw->pw_dir; system_folder_ = std::string(homedir) + "/.config/" + folder; { // Intenta crear ".config", per si no existeix std::string config_base_folder = std::string(homedir) + "/.config"; int ret = mkdir(config_base_folder.c_str(), S_IRWXU); if (ret == -1 && errno != EEXIST) { printf("ERROR CREATING CONFIG BASE FOLDER."); exit(EXIT_FAILURE); } } #endif struct stat st = {0}; if (stat(system_folder_.c_str(), &st) == -1) { errno = 0; #ifdef _WIN32 int ret = mkdir(system_folder_.c_str()); #else int ret = mkdir(system_folder_.c_str(), S_IRWXU); #endif if (ret == -1) { switch (errno) { case EACCES: printf("the parent directory does not allow write"); exit(EXIT_FAILURE); case EEXIST: printf("pathname already exists"); exit(EXIT_FAILURE); case ENAMETOOLONG: printf("pathname is too long"); exit(EXIT_FAILURE); default: perror("mkdir"); exit(EXIT_FAILURE); } } } } // Inicia las variables necesarias para arrancar el programa void Director::initInput() { // Busca si hay un mando conectado Input::get()->discoverGameControllers(); // Teclado - Movimiento if (options.keys == ControlScheme::CURSOR) { Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_UP); Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT); Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT); Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP); Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN); } else if (options.keys == ControlScheme::OPQA) { Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_Q); Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_O); Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_P); Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_Q); Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_A); } else if (options.keys == ControlScheme::WASD) { Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_W); Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_A); Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_D); Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_W); Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_S); } // Teclado - Otros Input::get()->bindKey(InputAction::ACCEPT, SDL_SCANCODE_RETURN); Input::get()->bindKey(InputAction::CANCEL, SDL_SCANCODE_ESCAPE); Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_H); Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE); Input::get()->bindKey(InputAction::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1); Input::get()->bindKey(InputAction::WINDOW_INC_ZOOM, SDL_SCANCODE_F2); Input::get()->bindKey(InputAction::TOGGLE_VIDEOMODE, SDL_SCANCODE_F3); Input::get()->bindKey(InputAction::TOGGLE_SHADERS, SDL_SCANCODE_F4); Input::get()->bindKey(InputAction::NEXT_PALETTE, SDL_SCANCODE_F5); Input::get()->bindKey(InputAction::PREVIOUS_PALETTE, SDL_SCANCODE_F6); Input::get()->bindKey(InputAction::TOGGLE_INTEGER_SCALE, SDL_SCANCODE_F7); Input::get()->bindKey(InputAction::SHOW_DEBUG_INFO, SDL_SCANCODE_F12); Input::get()->bindKey(InputAction::TOGGLE_MUSIC, SDL_SCANCODE_M); Input::get()->bindKey(InputAction::TOGGLE_BORDER, SDL_SCANCODE_B); // MANDO const int NUM_GAMEPADS = Input::get()->getNumControllers(); for (int i = 0; i < NUM_GAMEPADS; ++i) { // Movimiento Input::get()->bindGameControllerButton(i, InputAction::JUMP, SDL_GAMEPAD_BUTTON_SOUTH); Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT); Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); // Otros Input::get()->bindGameControllerButton(i, InputAction::ACCEPT, SDL_GAMEPAD_BUTTON_SOUTH); Input::get()->bindGameControllerButton(i, InputAction::CANCEL, SDL_GAMEPAD_BUTTON_EAST); #ifdef GAME_CONSOLE Input::get()->bindGameControllerButton(i, InputAction::input_pause, SDL_GAMEPAD_BUTTON_BACK); Input::get()->bindGameControllerButton(i, InputAction::input_exit, SDL_GAMEPAD_BUTTON_START); #else Input::get()->bindGameControllerButton(i, InputAction::PAUSE, SDL_GAMEPAD_BUTTON_START); Input::get()->bindGameControllerButton(i, InputAction::EXIT, SDL_GAMEPAD_BUTTON_BACK); #endif Input::get()->bindGameControllerButton(i, InputAction::NEXT_PALETTE, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_MUSIC, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_BORDER, SDL_GAMEPAD_BUTTON_NORTH); } } // Inicializa JailAudio void Director::initJailAudio() { if (!SDL_Init(SDL_INIT_AUDIO)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError()); } else { JA_Init(48000, SDL_AUDIO_S16LE, 2); if (options.audio.enabled) { JA_SetMusicVolume(options.audio.music.volume); JA_SetSoundVolume(options.audio.sound.volume); } else { JA_SetMusicVolume(0); JA_SetSoundVolume(0); } } } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (!SDL_Init(SDL_INIT_VIDEO)) { if (options.console) { std::cout << "SDL could not initialize!\nSDL Error: " << SDL_GetError() << std::endl; } success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Activa el render OpenGL if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) { std::cout << "Warning: opengl not enabled!\n"; } // Crea la ventana const auto WINDOW_WIDTH = options.video.border.enabled ? options.game.width + options.video.border.width * 2 : options.game.width; const auto WINDOW_HEIGHT = options.video.border.enabled ? options.game.height + options.video.border.height * 2 : options.game.height; #ifdef __APPLE__ SDL_WindowFlags window_flags = SDL_WINDOW_METAL; #else SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL; #endif if (options.video.fullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN; } window_ = SDL_CreateWindow(WINDOW_CAPTION, WINDOW_WIDTH * options.window.zoom, WINDOW_HEIGHT * options.window.zoom, window_flags); if (window_ == nullptr) { if (options.console) { std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones renderer_ = SDL_CreateRenderer(window_, nullptr); if (renderer_ == nullptr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "FATAL: Failed to create renderer! SDL Error: %s", SDL_GetError()); SDL_DestroyWindow(window_); window_ = nullptr; SDL_Quit(); return false; } else { // Configurar renderer const int EXTRA_WIDTH = options.video.border.enabled ? options.video.border.width * 2 : 0; const int EXTRA_HEIGHT = options.video.border.enabled ? options.video.border.height * 2 : 0; SDL_SetRenderLogicalPresentation( renderer_, options.game.width + EXTRA_WIDTH, options.game.height + EXTRA_HEIGHT, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX); SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF); SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); SDL_SetRenderVSync(renderer_, options.video.vertical_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED); } } } if (options.console) { std::cout << std::endl; } return success; } // Crea el indice de ficheros bool Director::setFileList() { #ifdef MACOS_BUNDLE const std::string prefix = "/../Resources"; #else const std::string prefix = ""; #endif // Texto Asset::get()->add(prefix + "/data/font/smb2.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/font/smb2.txt", AssetType::FONT); Asset::get()->add(prefix + "/data/font/debug.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/font/debug.txt", AssetType::FONT); Asset::get()->add(prefix + "/data/font/gauntlet.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/font/gauntlet.txt", AssetType::FONT); Asset::get()->add(prefix + "/data/font/subatomic.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/font/subatomic.txt", AssetType::FONT); Asset::get()->add(prefix + "/data/font/8bithud.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/font/8bithud.txt", AssetType::FONT); // Paletas Asset::get()->add(prefix + "/data/palette/zx-spectrum.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/zx-spectrum-adjusted.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/zxarne-5-2.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/black-and-white.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/green-phosphor.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/orange-screen.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/ruzx-spectrum.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/ruzx-spectrum-revision-2.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/pico-8.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/sweetie-16.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/island-joy-16.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/lost-century.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/na16.pal", AssetType::PALETTE); Asset::get()->add(prefix + "/data/palette/steam-lords.pal", AssetType::PALETTE); // Shaders Asset::get()->add(prefix + "/data/shaders/crtpi_vertex.glsl", AssetType::DATA); Asset::get()->add(prefix + "/data/shaders/crtpi_fragment.glsl", AssetType::DATA); Asset::get()->add(prefix + "/data/shaders/crtpi_vertex_es.glsl", AssetType::DATA); Asset::get()->add(prefix + "/data/shaders/crtpi_fragment_es.glsl", AssetType::DATA); // Datos Asset::get()->add(prefix + "/data/input/gamecontrollerdb.txt", AssetType::DATA); // Ficheros de sistema Asset::get()->add(system_folder_ + "/config.txt", AssetType::DATA, false, true); Asset::get()->add(system_folder_ + "/stats_buffer.csv", AssetType::DATA, false, true); Asset::get()->add(system_folder_ + "/stats.csv", AssetType::DATA, false, true); Asset::get()->add(system_folder_ + "/cheevos.bin", AssetType::DATA, false, true); // Tilemaps y Rooms for (int i = 1; i <= 60; ++i) { std::string index = (i < 10 ? "0" : "") + std::to_string(i); Asset::get()->add(prefix + "/data/room/" + index + ".tmx", AssetType::TILEMAP); Asset::get()->add(prefix + "/data/room/" + index + ".room", AssetType::ROOM); } // Tilesets Asset::get()->add(prefix + "/data/tilesets/standard.gif", AssetType::BITMAP); // Enemigos Asset::get()->add(prefix + "/data/enemies/abad_bell.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/abad_bell.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/abad.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/abad.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/amstrad_cs.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/amstrad_cs.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/flying_arounder.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/flying_arounder.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/stopped_arounder.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/stopped_arounder.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/walking_arounder.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/walking_arounder.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/arounders_door.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/arounders_door.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/arounders_machine.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/arounders_machine.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/bat.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/bat.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/batman_bell.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/batman_bell.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/batman_fire.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/batman_fire.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/batman.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/batman.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/bell.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/bell.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/bin.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/bin.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/bird.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/bird.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/breakout.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/breakout.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/bry.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/bry.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/chip.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/chip.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/code.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/code.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/congo.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/congo.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/crosshair.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/crosshair.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/demon.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/demon.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/dimallas.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/dimallas.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/floppy.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/floppy.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/dong.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/dong.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/guitar.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/guitar.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/heavy.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/heavy.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jailer_#1.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jailer_#1.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jailer_#2.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jailer_#2.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jailer_#3.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jailer_#3.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jailbattle_alien.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jailbattle_alien.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jailbattle_human.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jailbattle_human.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/jeannine.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/jeannine.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/lamp.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/lamp.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/lord_abad.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/lord_abad.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/matatunos.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/matatunos.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/mummy.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/mummy.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/paco.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/paco.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/elsa.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/elsa.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/qvoid.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/qvoid.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/robot.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/robot.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/sam.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/sam.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/shock.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/shock.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/sigmasua.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/sigmasua.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/spark.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/spark.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/special/aerojailer.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/special/aerojailer.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/special/arounder.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/special/arounder.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/special/pepe_rosita_job.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/special/pepe_rosita_job.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/special/shooting_star.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/special/shooting_star.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/spider.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/spider.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/tree_thing.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/tree_thing.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/tuno.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/tuno.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/tv_panel.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/tv_panel.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/tv.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/tv.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/upv_student.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/upv_student.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/wave.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/wave.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/enemies/z80.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/enemies/z80.gif", AssetType::BITMAP); // Jugador Asset::get()->add(prefix + "/data/player/player.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/player/player.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/player/player2.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/player/player2.ani", AssetType::ANIMATION); Asset::get()->add(prefix + "/data/player/player_game_over.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/player/player_game_over.ani", AssetType::ANIMATION); // Items Asset::get()->add(prefix + "/data/items/items.gif", AssetType::BITMAP); // Musicas Asset::get()->add(prefix + "/data/music/title.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/game.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/loading_sound1.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/loading_sound2.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/loading_sound3.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/ending1.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/ending2.ogg", AssetType::MUSIC); Asset::get()->add(prefix + "/data/music/game_over.ogg", AssetType::MUSIC); // Efectos de sonido Asset::get()->add(prefix + "/data/sound/item.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/death.wav", AssetType::SOUND); Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND); // Efectos de sonido para el salto for (int i = 1; i <= 24; ++i) { std::string jump_index = std::to_string(i); Asset::get()->add(prefix + "/data/sound/jump" + jump_index + ".wav", AssetType::SOUND); } // Logo Asset::get()->add(prefix + "/data/logo/jailgames.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/logo/since_1998.gif", AssetType::BITMAP); // Loading Asset::get()->add(prefix + "/data/loading/loading_screen_bn.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/loading/loading_screen_color.gif", AssetType::BITMAP); // Title Asset::get()->add(prefix + "/data/title/title_logo.gif", AssetType::BITMAP); // Ending Asset::get()->add(prefix + "/data/ending/ending1.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/ending/ending2.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/ending/ending3.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/ending/ending4.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/ending/ending5.gif", AssetType::BITMAP); // Credits Asset::get()->add(prefix + "/data/credits/shine.gif", AssetType::BITMAP); Asset::get()->add(prefix + "/data/credits/shine.ani", AssetType::ANIMATION); return Asset::get()->check(); } // Ejecuta la seccion de juego con el logo void Director::runLogo() { auto logo = std::make_unique(); logo->run(); } // Ejecuta la seccion de juego de la pantalla de carga void Director::runLoadingScreen() { auto loadingScreen = std::make_unique(); loadingScreen->run(); } // Ejecuta la seccion de juego con el titulo y los menus void Director::runTitle() { auto title = std::make_unique(); title->run(); } // Ejecuta la seccion de los creditos del juego void Director::runCredits() { auto credits = std::make_unique<Credits>(); credits->run(); } // Ejecuta la seccion de la demo, donde se ven pantallas del juego void Director::runDemo() { auto game = std::make_unique<Game>(GameMode::DEMO); game->run(); } // Ejecuta la seccion del final del juego void Director::runEnding() { auto ending = std::make_unique<Ending>(); ending->run(); } // Ejecuta la seccion del final del juego void Director::runEnding2() { auto ending2 = std::make_unique<Ending2>(); ending2->run(); } // Ejecuta la seccion del final de la partida void Director::runGameOver() { auto gameOver = std::make_unique<GameOver>(); gameOver->run(); } // Ejecuta la seccion de juego donde se juega void Director::runGame() { JA_StopMusic(); auto game = std::make_unique<Game>(GameMode::GAME); game->run(); } int Director::run() { // Bucle principal while (options.section.section != Section::QUIT) { switch (options.section.section) { case Section::LOGO: runLogo(); break; case Section::LOADING_SCREEN: runLoadingScreen(); break; case Section::TITLE: runTitle(); break; case Section::CREDITS: runCredits(); break; case Section::DEMO: runDemo(); break; case Section::GAME: runGame(); break; case Section::GAME_OVER: runGameOver(); break; case Section::ENDING: runEnding(); break; case Section::ENDING2: runEnding2(); break; default: break; } } return 0; }