Files
arounders/source/gamestate_play.cpp
Raimon Zamora d391827fe1 - Arreglat el pintat de l'aigua
- Ja funciona la pausa i el menu de dins del joc
2023-10-19 18:58:19 +02:00

256 lines
8.4 KiB
C++

#include "gamestates.h"
#include "jgame.h"
#include <string>
#include "aux_font.h"
#include "proc_mapa.h"
#include <SDL2/SDL.h>
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);
}
}
}