Trabajando en el logo. Version con vector de completados

This commit is contained in:
2022-09-03 10:17:02 +02:00
parent 603aa4d653
commit 9a9751bfdd
7 changed files with 127 additions and 74 deletions

View File

@@ -10,14 +10,22 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new LTexture();
loadTextureFromFile(texture, asset->get("logo.png"), renderer);
sprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, texture, renderer);
texture = new LTexture(renderer, asset->get("jailgames.png"));
// Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
if (backbuffer == NULL)
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
for (int i = 0; i < texture->getHeight(); i++)
{
sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
completed.push_back(false);
if (i % 2 == 0)
{
sprite[i]->setPosX(256 + i);
}
else
{
sprite[i]->setPosX(-181 - i);
}
sprite[i]->setPosY(83 + i);
}
// Inicializa variables
counter = 0;
@@ -25,30 +33,44 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
initFade = 100;
endLogo = 200;
initFade = 300;
endLogo = 400;
postLogo = 20;
}
// Destructor
Logo::~Logo()
{
renderer = nullptr;
screen = nullptr;
asset = nullptr;
texture->unload();
delete texture;
texture = nullptr;
delete sprite;
sprite = nullptr;
for (auto s : sprite)
{
delete s;
}
delete eventHandler;
eventHandler = nullptr;
}
SDL_DestroyTexture(backbuffer);
backbuffer = nullptr;
// Comprueba el manejador de eventos
void Logo::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
// Cualquier tecla pulsada
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
section.name = SECTION_PROG_GAME;
section.subsection = 0;
}
}
}
// Actualiza las variables
@@ -60,30 +82,44 @@ void Logo::update()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
// Comprueba el manejador de eventos
checkEventHandler();
// Cualquier tecla pulsada
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
// Incrementa el contador
counter++;
// update de JAILGAMES
for (int i = 1; i < sprite.size(); i++)
{
const int speed = 30;
const int dest = 37;
completed[0] = true;
if (sprite[i]->getPosX() != 37 && completed[i - 1] == true)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
if (i % 2 == 0)
{
sprite[i]->incPosX(-speed);
if (sprite[i]->getPosX() < dest)
{
completed[i] = true;
sprite[i]->setPosX(dest);
}
}
else
{
sprite[i]->incPosX(speed);
if (sprite[i]->getPosX() > dest)
{
completed[i] = true;
sprite[i]->setPosX(dest);
}
}
}
}
counter++;
// Comprueba si ha terminado el logo
if (counter == endLogo + postLogo)
{
section.name = SECTION_PROG_INTRO;
section.name = SECTION_PROG_QUIT;
section.subsection = 0;
}
}
@@ -92,7 +128,6 @@ void Logo::update()
// Dibuja en pantalla
void Logo::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
@@ -100,21 +135,9 @@ void Logo::render()
screen->clean();
// Dibuja los objetos
sprite->render();
// Dibuja el fade
if (counter >= initFade)
for (auto s : sprite)
{
const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
const color_t color = {0xFF, 0xFF, 0xFF};
const int fadeLenght = endLogo - initFade;
int alpha = (255 * (counter - initFade)) / fadeLenght;
if (alpha < 256)
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
else
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
SDL_RenderFillRect(renderer, &rect);
s->render();
}
// Vuelca el contenido del renderizador en pantalla