Trabajando en el ending

This commit is contained in:
2022-11-04 07:51:06 +01:00
parent 9b66c7e275
commit 958edd4ac8
2 changed files with 167 additions and 44 deletions

View File

@@ -24,13 +24,16 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
scene = -1;
scene = 0;
sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100});
pause = false;
// Inicializa los textos
iniTexts();
// Inicializa las escenas
iniScenes();
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
@@ -57,7 +60,7 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
// Rellena la textura segun la escena
fillTexture();
// fillTexture();
}
// Destructor
@@ -116,19 +119,27 @@ void Ending::render()
// Dibuja la coverTexture
// renderCoverTexture();
if (scene == 0)
{
spriteTexts.at(0).sprite->render();
spriteTexts.at(1).sprite->render();
spriteTexts.at(2).sprite->render();
spriteTexts.at(3).sprite->render();
// if (scene == 0)
//{
// spriteTexts.at(0).sprite->render();
// spriteTexts.at(1).sprite->render();
// spriteTexts.at(2).sprite->render();
// spriteTexts.at(3).sprite->render();
//
// spriteTexts.at(0).coverSprite->render();
// spriteTexts.at(1).coverSprite->render();
// spriteTexts.at(2).coverSprite->render();
// spriteTexts.at(3).coverSprite->render();
//}
spriteTexts.at(0).coverSprite->render();
spriteTexts.at(1).coverSprite->render();
spriteTexts.at(2).coverSprite->render();
spriteTexts.at(3).coverSprite->render();
for (auto ti : scenes.at(scene).textIndex)
{
spriteTexts.at(ti.index).sprite->render();
spriteTexts.at(ti.index).coverSprite->render();
}
text->write(0, 0, std::to_string(counter));
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
@@ -195,12 +206,12 @@ void Ending::checkEventHandler()
case SDL_SCANCODE_RIGHT:
++scene %= 5;
fillTexture();
// fillTexture();
break;
case SDL_SCANCODE_LEFT:
--scene %= 5;
fillTexture();
// fillTexture();
break;
default:
@@ -308,10 +319,71 @@ void Ending::iniTexts()
st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos});
st.coverSprite->setSpriteClip(0, 8, -1, -1);
// Inicializa variables
st.clipDesp = 8;
st.clipHeight = height;
spriteTexts.push_back(st);
}
}
// Inicializa las escenas
void Ending::iniScenes()
{
// Crea el contenedor
scene_t sc;
// Inicializa el vector
scenes.clear();
// Crea la escena #0
sc.counterEnd = 600;
sc.pictureIndex = 0;
sc.textIndex.clear();
sc.textIndex.push_back({0, 50});
sc.textIndex.push_back({1, 100});
sc.textIndex.push_back({2, 150});
sc.textIndex.push_back({3, 200});
scenes.push_back(sc);
// Crea la escena #1
sc.counterEnd = 600;
sc.pictureIndex = 1;
sc.textIndex.clear();
sc.textIndex.push_back({4, 50});
sc.textIndex.push_back({5, 100});
sc.textIndex.push_back({6, 150});
sc.textIndex.push_back({7, 200});
sc.textIndex.push_back({8, 250});
sc.textIndex.push_back({9, 300});
scenes.push_back(sc);
// Crea la escena #2
sc.counterEnd = 600;
sc.pictureIndex = 2;
sc.textIndex.clear();
sc.textIndex.push_back({10, 50});
sc.textIndex.push_back({11, 100});
scenes.push_back(sc);
// Crea la escena #3
sc.counterEnd = 600;
sc.pictureIndex = 3;
sc.textIndex.clear();
sc.textIndex.push_back({12, 50});
sc.textIndex.push_back({13, 100});
scenes.push_back(sc);
// Crea la escena #4
sc.counterEnd = 600;
sc.pictureIndex = 4;
sc.textIndex.clear();
sc.textIndex.push_back({14, 50});
sc.textIndex.push_back({15, 100});
sc.textIndex.push_back({16, 150});
scenes.push_back(sc);
}
// Rellena la textura segun la escena
void Ending::fillTexture()
{
@@ -324,7 +396,7 @@ void Ending::fillTexture()
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer);
const int size = text->getCharacterSize();
// const int size = text->getCharacterSize();
if (scene == 0)
{ // Compone la escena #0
@@ -502,16 +574,48 @@ void Ending::updateCounter()
counter++;
{
/*for (auto st : spriteTexts)
if (counter % 20 == 0)
{
const int height = st.sprite->getHeight() + 8;
const int width = st.sprite->getWidth();
const int offset = std::min(counter / 8, height / 2);
SDL_Rect srcRect = {0, 0, width, height - (offset * 2)};
SDL_Rect dstRect = {0, (offset * 2) - 8, width, height - (offset * 2)};
st.texture->setAsRenderTarget(renderer);
SDL_RenderCopy(renderer, st.coverTexture->getSDLTexture(), &srcRect, &dstRect);
}*/
for (auto ti : scenes.at(scene).textIndex)
{
// spriteTexts.at(ti.index).sprite->render();
// spriteTexts.at(ti.index).coverSprite->render();
if (counter > ti.trigger)
{
if (spriteTexts.at(ti.index).clipDesp > 0)
{
spriteTexts.at(ti.index).clipDesp -= 2;
}
else if (spriteTexts.at(ti.index).clipHeight > 0)
{
spriteTexts.at(ti.index).clipHeight -= 2;
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2);
}
spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight);
}
}
/*for (auto &st : spriteTexts)
{
// const int height = st.sprite->getHeight() + 8;
// const int width = st.sprite->getWidth();
// const int offset = std::min(counter / 8, height / 2);
// SDL_Rect srcRect = {0, 0, width, height - (offset * 2)};
// SDL_Rect dstRect = {0, (offset * 2) - 8, width, height - (offset * 2)};
// st.texture->setAsRenderTarget(renderer);
// SDL_RenderCopy(renderer, st.coverTexture->getSDLTexture(), &srcRect, &dstRect);
if (st.clipDesp > 0)
{
st.clipDesp -= 2;
}
else if (st.clipHeight > 0)
{
st.clipHeight -= 2;
st.coverSprite->setPosY(st.coverSprite->getPosY() + 2);
}
st.coverSprite->setSpriteClip(0, st.clipDesp, st.coverSprite->getWidth(), st.clipHeight);
}*/
}
}
}
else
@@ -525,10 +629,10 @@ void Ending::updateCounter()
}
// Comprueba si ha terminado la sección
if (counter > 600)
if (counter > scenes.at(scene).counterEnd)
{
scene++;
fillTexture();
// fillTexture();
counter = 0;
if (scene == 5)
{