Files
jaildoctors_dilemma/source/director.cpp

659 lines
30 KiB
C++

#include "director.h"
#include <SDL3/SDL.h>
#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOO...
#include <stdio.h> // Para printf, perror
#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
#include <unistd.h> // Para getuid
#include <cstdlib> // Para exit, EXIT_FAILURE, srand
#include <iostream> // Para basic_ostream, operator<<, cout
#include <memory> // Para make_unique, unique_ptr
#include <string> // 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 <pwd.h>
#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() {
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<unsigned int>(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_192.glsl", AssetType::DATA);
Asset::get()->add(prefix + "/data/shaders/crtpi_240.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>();
logo->run();
}
// Ejecuta la seccion de juego de la pantalla de carga
void Director::runLoadingScreen() {
auto loadingScreen = std::make_unique<LoadingScreen>();
loadingScreen->run();
}
// Ejecuta la seccion de juego con el titulo y los menus
void Director::runTitle() {
auto title = std::make_unique<Title>();
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;
}