#include "gamestates.h" #include "jgame.h" #include #include "aux_font.h" #include "proc_mapa.h" #include namespace gamestate { namespace play { draw::surface *faded = nullptr; draw::surface *fondo = nullptr; draw::surface *cursor = nullptr; draw::surface *aigua = nullptr; uint32_t *original_palette = nullptr; uint32_t arounderCount; uint32_t startTicks; uint32_t currentTicks; int aigua_frame1 = 0; int aigua_frame2 = 5; int exit = 0; bool loop(); bool loop_pause(); bool loop_menu(); void draw(); void draw_aigua(); void finalize(); void init() { play::exit = 0; const int fase = game::getConfig("fase"); // Carregar el fondo que toque i la seua paleta (que nomes usa els colors del 128 al 255) char arxiuFondo[10] = "BKG00.GIF"; arxiuFondo[4] = (fase % 10) + 48; play::fondo = draw::loadSurface(arxiuFondo, true); // Carregar la paleta estandar uint32_t *pal = draw::loadPalette("tiles.gif"); draw::setPalette(pal, 128); free(pal); play::cursor = draw::loadSurface("cursor.gif"); play::aigua = draw::loadSurface("aigua.gif"); play::faded = draw::createSurface(320, 200); // [TODO] CREAR AIGUA PROCESSOR // [TODO] CREAR MARCADOR PROCESSOR // [TODO] Crear el primer Arounder mapa::arounders::eixits++; // arounder_seleccionat = primerArounders audio::loadMusic((fase+1) % 5 == 0 ? "mus6.ogg" : "mus4.ogg"); audio::playMusic(); play::arounderCount = play::startTicks = game::getTicks(); draw::fadein(); game::setState(gamestate::play::loop); } bool loop() { play::draw(); if (input::keyPressed(SDL_SCANCODE_P) || input::mouseClk(2) || !game::windowHasFocus) { draw::setSource(nullptr); draw::setDestination(play::faded); draw::draw(); font::selectFont(font::type::fade); font::print(136, 80, "PAUSA"); draw::setDestination(nullptr); play::original_palette = draw::getPalette(); for (int i=0; i<256; ++i) if ( i!=61 && i!= 62 && (i<68 || i >75) ) { uint32_t p = play::original_palette[i]; uint8_t r = (p >> 16) & 0xff; uint8_t g = (p >> 8) & 0xff; uint8_t b = p & 0xff; draw::setPaletteEntry(i, r >> 1, g >> 1, b >> 1); } game::setState(gamestate::play::loop_pause); return true; } if (input::keyPressed(SDL_SCANCODE_ESCAPE)) { draw::setSource(nullptr); draw::setDestination(play::faded); draw::draw(); draw::surface *menu = draw::loadSurface("menu.gif"); draw::setSource(menu); draw::draw(97, 52); font::selectFont(font::type::fade); font::print(129, 60, "CONTINUAR"); font::print(129, 71, "REINICIAR"); font::print(112, 82, "MENU PRINCIPAL"); font::print(143, 93, "EIXIR"); draw::setDestination(nullptr); play::original_palette = draw::getPalette(); for (int i=0; i<256; ++i) if ( i!=61 && i!= 62 && (i<68 || i >75) ) { uint32_t p = play::original_palette[i]; uint8_t r = (p >> 16) & 0xff; uint8_t g = (p >> 8) & 0xff; uint8_t b = p & 0xff; draw::setPaletteEntry(i, r >> 1, g >> 1, b >> 1); } game::setState(gamestate::play::loop_menu); return true; } draw::setSource(cursor); draw::draw(input::mouseX(), input::mouseY()); draw::render(); currentTicks = game::getTicks() - startTicks; if( currentTicks >= mapa::velocitat ) { startTicks = game::getTicks(); aigua_frame1 = (aigua_frame1+1)%10; aigua_frame2 = (aigua_frame2+1)%10; } return true; } bool loop_pause() { draw::draw(faded); draw::setSource(cursor); draw::draw(input::mouseX(), input::mouseY()); draw::render(); if (input::keyPressed(SDL_SCANCODE_P) || input::keyPressed(SDL_SCANCODE_ESCAPE)) { draw::setPalette(play::original_palette, 256); free(play::original_palette); game::setState(gamestate::play::loop); } return true; } bool loop_menu() { if (play::exit) { if (!draw::isfading()) { play::finalize(); if (exit==1) gamestate::play::init(); if (exit==2) gamestate::menu::init(); } draw::render(); return true; } draw::draw(faded); draw::setSource(cursor); draw::draw(input::mouseX(), input::mouseY()); draw::render(); if (input::keyPressed(SDL_SCANCODE_ESCAPE)) { draw::setPalette(play::original_palette, 256); free(play::original_palette); game::setState(gamestate::play::loop); } if (input::mouseClk(1)) { if (input::mouseX() >= 97 && input::mouseX() <= 223) { if (input::mouseY() >= 60 && input::mouseY() <= 65) { draw::setPalette(play::original_palette, 256); free(play::original_palette); game::setState(gamestate::play::loop); } if (input::mouseY() >= 71 && input::mouseY() <= 76) { free(play::original_palette); draw::fadeout(); audio::fadeoutMusic(); play::exit = 1; } if (input::mouseY() >= 82 && input::mouseY() <= 87) { free(play::original_palette); draw::fadeout(); audio::fadeoutMusic(); play::exit = 2; } if (input::mouseY() >= 93 && input::mouseY() <= 98) { return false; } } } return true; } void draw() { draw::draw(play::fondo); int accio = 0; int prevista = 0; // [TODO] if (arounders::seleccionat) { accio = arounders::seleccionat->accio; prevista = arounders::seleccionat->prevista; } // [QUESTION] Potser lo del seleccionat se deuria mirar dins de "mapa"? mapa::pintar(accio, prevista); // [TODO] if (arounders::seleccionat) existeix, pillar la accio i la prevista de ell draw_aigua(); // [TODO] arounders::pintar(); // [TODO] de fet, pintar la marca en el modul "arounders" /* if (arounders::seleccionat) { draw::setSource(marca); draw::draw(arounderSeleccionat->X-3, arounderSeleccionat->Y-3); } */ } void draw_aigua() { static int frames1[10] = {0,1,2,1,0,3,4,5,4,3}; static int frames2[10] = {6,7,8,7,6,9,10,11,10,9}; int *frames; frames = (game::getConfig("fase")+1) % 5 == 0 ? frames2 : frames1; draw::setSource(aigua); for (int i=0;i<10;i++) { draw::draw(i*32, 150, 16, 15, frames[aigua_frame1]*16, 0); draw::draw(16+i*32, 150, 16, 15, frames[aigua_frame2]*16, 0); } } void finalize() { draw::freeSurface(faded); draw::freeSurface(fondo); draw::freeSurface(cursor); draw::freeSurface(aigua); } } }