forked from jaildesigner-jailgames/jaildoctors_dilemma
702 lines
17 KiB
C++
702 lines
17 KiB
C++
#include "game.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "cheevos.h" // for Cheevos
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#include "debug.h" // for Debug
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#include "defines.h" // for BLOCK, PLAY_AREA_HEIGHT, GAMECANVAS_...
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "input.h" // for Input, InputAction, REPEAT_FALSE
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#include "item_tracker.h" // for ItemTracker
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#include "jail_audio.h" // for JA_PauseMusic, JA_PlaySound, JA_Resu...
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#include "notifier.h" // for Notifier, NotificationText
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#include "options.h" // for Options, options, Cheat, OptionsVideo
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#include "resource.h" // for ResourceRoom, Resource
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#include "room.h" // for Room, RoomData
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#include "room_tracker.h" // for RoomTracker
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#include "scoreboard.h" // for ScoreboardData, Scoreboard
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#include "screen.h" // for Screen
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#include "stats.h" // for Stats
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#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
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#include "utils.h" // for Color, stringToColor, colorAreEqual
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// Constructor
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Game::Game(GameMode mode)
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: board_(std::make_shared<ScoreboardData>(0, 9, 0, true, 0, SDL_GetTicks(), options.cheats.jail_is_open == Cheat::CheatState::ENABLED)),
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scoreboard_(std::make_shared<Scoreboard>(board_)),
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room_tracker_(std::make_shared<RoomTracker>()),
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stats_(std::make_shared<Stats>(Asset::get()->get("stats.csv"), Asset::get()->get("stats_buffer.csv"))),
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mode_(mode),
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#ifdef DEBUG
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current_room_("03.room"),
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spawn_point_(PlayerSpawn(25 * BLOCK, 13 * BLOCK, 0, 0, 0, PlayerState::STANDING, SDL_FLIP_HORIZONTAL))
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#else
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current_room_("03.room"),
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spawn_point_(PlayerSpawn(25 * BLOCK, 13 * BLOCK, 0, 0, 0, PlayerState::STANDING, SDL_FLIP_HORIZONTAL))
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#endif
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{
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#ifdef DEBUG
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Debug::get()->setEnabled(false);
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#endif
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// Crea objetos e inicializa variables
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ItemTracker::init();
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DEMO_init();
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room_ = std::make_shared<Room>(current_room_, board_);
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initPlayer(spawn_point_, room_);
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initStats();
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total_items_ = getTotalItems();
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createRoomNameTexture();
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changeRoom(current_room_);
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Cheevos::get()->enable(!options.cheats.enabled()); // Deshabilita los logros si hay trucos activados
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Cheevos::get()->clearUnobtainableState();
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options.section.section = (mode_ == GameMode::GAME) ? Section::GAME : Section::DEMO;
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options.section.subsection = Subsection::NONE;
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}
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Game::~Game()
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{
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ItemTracker::destroy();
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}
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// Comprueba los eventos de la cola
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void Game::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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#ifdef DEBUG
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checkDebugEvents(event);
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#endif
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}
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}
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// Comprueba el teclado
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void Game::checkInput()
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{
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if (Input::get()->checkInput(InputAction::TOGGLE_MUSIC, REPEAT_FALSE))
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{
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board_->music = !board_->music;
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board_->music ? JA_ResumeMusic() : JA_PauseMusic();
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Notifier::get()->show({"MUSIC " + std::string(board_->music ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::PAUSE, REPEAT_FALSE))
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{
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togglePause();
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Notifier::get()->show({std::string(paused_ ? "GAME PAUSED" : "GAME RUNNING")}, NotificationText::CENTER);
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}
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globalInputs::check();
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}
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// Bucle para el juego
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void Game::run()
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{
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JA_PlayMusic(Resource::get()->getMusic("game.ogg"));
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if (!board_->music)
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{
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JA_PauseMusic();
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}
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while (options.section.section == Section::GAME || options.section.section == Section::DEMO)
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{
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update();
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checkEvents();
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render();
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}
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JA_StopMusic();
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Game::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks_ > GAME_SPEED)
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{
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// Actualiza el contador de ticks
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ticks_ = SDL_GetTicks();
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// Comprueba el teclado
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checkInput();
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#ifdef DEBUG
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Debug::get()->clear();
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#endif
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// Actualiza los objetos
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room_->update();
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if (mode_ == GameMode::GAME)
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{
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player_->update();
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checkPlayerOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkGameOver();
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checkEndGame();
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checkRestoringJail();
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checkSomeCheevos();
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}
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DEMO_checkRoomChange();
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scoreboard_->update();
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updateBlackScreen();
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Screen::get()->update();
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#ifdef DEBUG
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updateDebugInfo();
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#endif
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}
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}
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// Pinta los objetos en pantalla
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void Game::render()
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{
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// Prepara para dibujar el frame
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Screen::get()->start();
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// Dibuja los elementos del juego en orden
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room_->renderMap();
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room_->renderEnemies();
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room_->renderItems();
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if (mode_ == GameMode::GAME)
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{
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player_->render();
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}
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renderRoomName();
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scoreboard_->render();
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renderBlackScreen();
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#ifdef DEBUG
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// Debug info
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renderDebugInfo();
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#endif
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// Actualiza la pantalla
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Screen::get()->render();
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}
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#ifdef DEBUG
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// Pasa la información de debug
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void Game::updateDebugInfo()
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{
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Debug::get()->add("X = " + std::to_string(static_cast<int>(player_->x_)) + ", Y = " + std::to_string(static_cast<int>(player_->y_)));
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Debug::get()->add("VX = " + std::to_string(player_->vx_).substr(0, 4) + ", VY = " + std::to_string(player_->vy_).substr(0, 4));
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Debug::get()->add("STATE = " + std::to_string(static_cast<int>(player_->state_)));
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}
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// Pone la información de debug en pantalla
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void Game::renderDebugInfo()
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{
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/*
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if (!Debug::get()->getEnabled())
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{
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return;
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}
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// Borra el marcador
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SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Pinta la rejilla
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 255, 255, 255, 32);
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for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
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{ // Lineas horizontales
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SDL_RenderDrawLine(Screen::get()->getRenderer(), 0, i, PLAY_AREA_RIGHT, i);
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}
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for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
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{ // Lineas verticales
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SDL_RenderDrawLine(Screen::get()->getRenderer(), i, 0, i, PLAY_AREA_BOTTOM - 1);
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}
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// Pinta el texto
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Debug::get()->setPos({1, 18 * 8});
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Debug::get()->render();
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*/
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}
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// Comprueba los eventos
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void Game::checkDebugEvents(const SDL_Event &event)
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{
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0)
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{
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_G:
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Debug::get()->toggleEnabled();
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options.cheats.invincible = static_cast<Cheat::CheatState>(Debug::get()->getEnabled());
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board_->music = !Debug::get()->getEnabled();
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board_->music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_R:
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Resource::get()->reload();
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break;
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case SDL_SCANCODE_W:
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changeRoom(room_->getRoom(BORDER_TOP));
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break;
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case SDL_SCANCODE_A:
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changeRoom(room_->getRoom(BORDER_LEFT));
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break;
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case SDL_SCANCODE_S:
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changeRoom(room_->getRoom(BORDER_BOTTOM));
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break;
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case SDL_SCANCODE_D:
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changeRoom(room_->getRoom(BORDER_RIGHT));
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break;
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case SDL_SCANCODE_F6:
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Notifier::get()->show({"ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS"}, NotificationText::LEFT, 2, false, "F6");
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break;
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case SDL_SCANCODE_F7:
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Notifier::get()->show({"ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS"}, NotificationText::LEFT, 3, false, "F7");
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break;
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case SDL_SCANCODE_F8:
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Notifier::get()->show({"JAILDESIGNER", "IS LOGGED IN"}, NotificationText::LEFT, 4, false);
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break;
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case SDL_SCANCODE_F9:
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Notifier::get()->show({"JAILDESIGNER", "IS LOGGED IN"}, NotificationText::LEFT, 5, false);
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break;
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default:
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break;
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}
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}
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}
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#endif
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// Escribe el nombre de la pantalla
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void Game::renderRoomName()
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{
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// Dibuja la textura con el nombre de la habitación
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room_name_surface_->render(nullptr, &room_name_rect_);
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}
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// Cambia de habitación
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bool Game::changeRoom(const std::string &room_path)
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{
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (room_path == "0")
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{
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return false;
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}
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// Verifica que exista el fichero que se va a cargar
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if (Asset::get()->get(room_path) != "")
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{
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// Crea un objeto habitación nuevo a partir del fichero
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room_ = std::make_shared<Room>(room_path, board_);
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// Pone el nombre de la habitación en la textura
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fillRoomNameTexture();
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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if (room_tracker_->addRoom(room_path))
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{
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// Incrementa el contador de habitaciones visitadas
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board_->rooms++;
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options.stats.rooms = board_->rooms;
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// Actualiza las estadisticas
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stats_->addVisit(room_->getName());
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}
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// Pasa la nueva habitación al jugador
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player_->setRoom(room_);
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// Cambia la habitación actual
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current_room_ = room_path;
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return true;
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}
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return false;
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}
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// Comprueba si el jugador esta en el borde de la pantalla
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void Game::checkPlayerOnBorder()
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{
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if (player_->getOnBorder())
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{
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const std::string roomName = room_->getRoom(player_->getBorder());
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if (changeRoom(roomName))
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{
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player_->switchBorders();
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spawn_point_ = player_->getSpawnParams();
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}
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}
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}
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies()
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{
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const bool death = room_->enemyCollision(player_->getCollider());
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if (death)
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{
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killPlayer();
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}
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return death;
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}
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// Comprueba las colisiones del jugador con los objetos
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void Game::checkPlayerAndItems()
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{
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room_->itemCollision(player_->getCollider());
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}
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// Comprueba si el jugador esta vivo
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void Game::checkIfPlayerIsAlive()
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{
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if (!player_->isAlive())
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{
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killPlayer();
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}
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}
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// Comprueba si ha terminado la partida
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void Game::checkGameOver()
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{
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if (board_->lives < 0 && black_screen_counter_ > 17)
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{
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options.section.section = Section::GAME_OVER;
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}
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}
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// Mata al jugador
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void Game::killPlayer()
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{
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if (options.cheats.invincible == Cheat::CheatState::ENABLED)
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{
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return;
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}
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// Resta una vida al jugador
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if (options.cheats.infinite_lives == Cheat::CheatState::DISABLED)
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{
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--board_->lives;
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}
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// Actualiza las estadisticas
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stats_->addDeath(room_->getName());
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// Invalida el logro de pasarse el juego sin morir
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Cheevos::get()->setUnobtainable(11);
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// Sonido
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JA_PlaySound(Resource::get()->getSound("death.wav"));
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// Pone la pantalla en negro un tiempo
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setBlackScreen();
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// Crea la nueva habitación y el nuevo jugador
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room_ = std::make_shared<Room>(current_room_, board_);
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initPlayer(spawn_point_, room_);
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// Pone los objetos en pausa mientras esta la habitación en negro
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room_->setPaused(true);
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player_->setPaused(true);
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}
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// Establece la pantalla en negro
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void Game::setBlackScreen()
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{
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black_screen_ = true;
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}
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// Actualiza las variables relativas a la pantalla en negro
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void Game::updateBlackScreen()
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{
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if (black_screen_)
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{
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black_screen_counter_++;
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if (black_screen_counter_ > 20)
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{
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black_screen_ = false;
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black_screen_counter_ = 0;
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player_->setPaused(false);
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room_->setPaused(false);
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Screen::get()->setBorderColor(room_->getBorderColor());
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}
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}
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}
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// Dibuja la pantalla negra
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void Game::renderBlackScreen()
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{
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if (black_screen_)
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{
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Screen::get()->clear();
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Screen::get()->setBorderColor(stringToColor("black"));
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}
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}
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// Pone el color del marcador en función del color del borde de la habitación
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void Game::setScoreBoardColor()
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{
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// Obtiene el color del borde
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const Uint8 colorBorder = room_->getBorderColor();
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const bool isBlack = colorBorder == stringToColor("black");
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const bool isBrightBlack = colorBorder == stringToColor("bright_black");
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// Si el color del borde es negro o negro brillante cambia el texto del marcador a blanco
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board_->color = isBlack || isBrightBlack ? stringToColor("white") : colorBorder;
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}
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame()
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{
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const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool haveTheItems = board_->items >= int(total_items_ * 0.9f) || options.cheats.jail_is_open == Cheat::CheatState::ENABLED; // Con mas del 90% de los items recogidos
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const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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if (haveTheItems)
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{
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board_->jail_is_open = true;
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}
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if (haveTheItems && isOnTheRoom && isOnTheDoor)
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{
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// Comprueba los logros de completar el juego
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checkEndGameCheevos();
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options.section.section = Section::ENDING;
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return true;
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}
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return false;
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}
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// Obtiene la cantidad total de items que hay en el mapeado del juego
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int Game::getTotalItems()
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{
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int items = 0;
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auto rooms = Resource::get()->getRooms();
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for (const auto &room : rooms)
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{
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items += room.room->items.size();
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}
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return items;
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}
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// Pone el juego en pausa
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void Game::togglePause()
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{
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paused_ = !paused_;
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player_->setPaused(paused_);
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room_->setPaused(paused_);
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scoreboard_->setPaused(paused_);
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}
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// Da vidas al jugador cuando está en la Jail
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void Game::checkRestoringJail()
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{
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if (room_->getName() != "THE JAIL" || board_->lives == 9)
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{
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return;
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}
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static int counter = 0;
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if (!paused_)
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{
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counter++;
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}
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// Incrementa el numero de vidas
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if (counter == 100)
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{
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counter = 0;
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board_->lives++;
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JA_PlaySound(Resource::get()->getSound("death.wav"));
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// Invalida el logro de completar el juego sin entrar a la jail
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|
const bool haveTheItems = board_->items >= int(total_items_ * 0.9f);
|
|
if (!haveTheItems)
|
|
{
|
|
Cheevos::get()->setUnobtainable(9);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inicializa el diccionario de las estadísticas
|
|
void Game::initStats()
|
|
{
|
|
auto rooms = Resource::get()->getRooms();
|
|
|
|
for (const auto &room : rooms)
|
|
{
|
|
stats_->addDictionary(room.room->number, room.room->name);
|
|
}
|
|
|
|
stats_->init();
|
|
}
|
|
|
|
// Crea la textura con el nombre de la habitación
|
|
void Game::fillRoomNameTexture()
|
|
{
|
|
// Pone la textura como destino de renderizado
|
|
Screen::get()->setRenderSurfaceData(room_name_surface_);
|
|
|
|
// Rellena la textura de color
|
|
Screen::get()->clearSurface(stringToColor("white"));
|
|
|
|
// Escribe el texto en la textura
|
|
auto text = Resource::get()->getText("smb2");
|
|
text->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room_->getName(), 1, room_->getBGColor());
|
|
|
|
// Deja el renderizador por defecto
|
|
Screen::get()->setRenderSurfaceData(nullptr);
|
|
}
|
|
|
|
// Comprueba algunos logros
|
|
void Game::checkSomeCheevos()
|
|
{
|
|
auto cheevos = Cheevos::get();
|
|
|
|
// Logros sobre la cantidad de items
|
|
if (board_->items == total_items_)
|
|
{
|
|
cheevos->unlock(4);
|
|
cheevos->unlock(3);
|
|
cheevos->unlock(2);
|
|
cheevos->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.75f)
|
|
{
|
|
cheevos->unlock(3);
|
|
cheevos->unlock(2);
|
|
cheevos->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.5f)
|
|
{
|
|
cheevos->unlock(2);
|
|
cheevos->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.25f)
|
|
{
|
|
cheevos->unlock(1);
|
|
}
|
|
|
|
// Logros sobre las habitaciones visitadas
|
|
if (board_->rooms >= 60)
|
|
{
|
|
cheevos->unlock(7);
|
|
cheevos->unlock(6);
|
|
cheevos->unlock(5);
|
|
}
|
|
else if (board_->rooms >= 40)
|
|
{
|
|
cheevos->unlock(6);
|
|
cheevos->unlock(5);
|
|
}
|
|
else if (board_->rooms >= 20)
|
|
{
|
|
cheevos->unlock(5);
|
|
}
|
|
}
|
|
|
|
// Comprueba los logros de completar el juego
|
|
void Game::checkEndGameCheevos()
|
|
{
|
|
auto cheevos = Cheevos::get();
|
|
|
|
// "Complete the game"
|
|
cheevos->unlock(8);
|
|
|
|
// "Complete the game without entering the jail"
|
|
cheevos->unlock(9);
|
|
|
|
// "Complete the game with all items"
|
|
if (board_->items == total_items_)
|
|
{
|
|
cheevos->unlock(10);
|
|
}
|
|
|
|
// "Complete the game without dying"
|
|
cheevos->unlock(11);
|
|
|
|
// "Complete the game in under 30 minutes"
|
|
if (scoreboard_->getMinutes() < 30)
|
|
{
|
|
cheevos->unlock(12);
|
|
}
|
|
}
|
|
|
|
// Inicializa al jugador
|
|
void Game::initPlayer(const PlayerSpawn &spawn_point, std::shared_ptr<Room> room)
|
|
{
|
|
std::string player_texture = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.gif" : "player.gif";
|
|
std::string player_animations = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani";
|
|
const PlayerData player(spawn_point, player_texture, player_animations, room);
|
|
player_ = std::make_shared<Player>(player);
|
|
}
|
|
|
|
// Crea la textura para poner el nombre de la habitación
|
|
void Game::createRoomNameTexture()
|
|
{
|
|
auto text = Resource::get()->getText("smb2");
|
|
room_name_surface_ = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), options.game.width, text->getCharacterSize() * 2);
|
|
|
|
// Establece el destino de la textura
|
|
room_name_rect_ = {0, PLAY_AREA_HEIGHT, options.game.width, text->getCharacterSize() * 2};
|
|
}
|
|
|
|
// DEMO MODE: Inicializa las variables para el modo demo
|
|
void Game::DEMO_init()
|
|
{
|
|
if (mode_ == GameMode::DEMO)
|
|
{
|
|
demo_ = DemoData(0, 400, 0, {"04.room", "54.room", "20.room", "09.room", "05.room", "11.room", "31.room", "44.room"});
|
|
current_room_ = demo_.rooms.front();
|
|
}
|
|
}
|
|
|
|
// DEMO MODE: Comprueba si se ha de cambiar de habitación
|
|
void Game::DEMO_checkRoomChange()
|
|
{
|
|
if (mode_ == GameMode::DEMO)
|
|
{
|
|
demo_.counter++;
|
|
if (demo_.counter == demo_.room_time)
|
|
{
|
|
demo_.counter = 0;
|
|
demo_.room_index++;
|
|
if (demo_.room_index == (int)demo_.rooms.size())
|
|
{
|
|
options.section.section = Section::LOGO;
|
|
options.section.subsection = Subsection::LOGO_TO_TITLE;
|
|
}
|
|
else
|
|
{
|
|
changeRoom(demo_.rooms[demo_.room_index]);
|
|
}
|
|
}
|
|
}
|
|
} |