#include "ending.h" // Constructor Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) { // Copia los punteros this->renderer = renderer; this->screen = screen; this->resource = resource; this->asset = asset; this->options = options; // Reserva memoria para los punteros a objetos eventHandler = new SDL_Event(); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); texture = resource->getTexture("ending1.png"); sprite = new Sprite({0, 0, texture->getWidth(), texture->getHeight()}, texture, renderer); // Inicializa variables counter = 0; counterEnabled = true; subCounter = 0; section.name = SECTION_PROG_ENDING; section.subsection = 0; ticks = 0; ticksSpeed = 15; scene = -1; sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100}); pause = false; // Inicializa los textos iniTexts(); // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "black")); // Crea la textura para el texto que se escribe en pantalla canvasTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (canvasTexture == nullptr) { if (options->console) { std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(canvasTexture, SDL_BLENDMODE_BLEND); // Crea la textura para cubrir el rexto coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8); if (coverTexture == nullptr) { if (options->console) { std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND); // Rellena la textura segun la escena fillTexture(); } // Destructor Ending::~Ending() { // Libera la memoria de los objetos delete eventHandler; delete text; delete sprite; SDL_DestroyTexture(canvasTexture); SDL_DestroyTexture(coverTexture); for (auto st : spriteTexts) { delete st.coverTexture; delete st.sprite; delete st.texture; } spriteTexts.clear(); } // Actualiza el objeto void Ending::update() { // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - ticks > ticksSpeed) { // Actualiza el contador de ticks ticks = SDL_GetTicks(); // Comprueba el manejador de eventos checkEventHandler(); if (pause) { return; } // Actualiza el contador updateCounter(); } } // Dibuja el final en pantalla void Ending::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); // Limpia la pantalla screen->clean(stringToColor(options->palette, "green")); // Dibuja la canvasTexture // SDL_RenderCopy(renderer, canvasTexture, nullptr, nullptr); // 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(); spriteTexts.at(0).coverSprite->render(); spriteTexts.at(1).coverSprite->render(); spriteTexts.at(2).coverSprite->render(); spriteTexts.at(3).coverSprite->render(); } // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Comprueba el manejador de eventos void Ending::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; } // Comprueba las teclas que se han pulsado if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN)) { switch (eventHandler->key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: // section.name = SECTION_PROG_QUIT; break; case SDL_SCANCODE_P: pause = !pause; break; case SDL_SCANCODE_B: screen->switchBorder(); resource->reLoadTextures(); break; case SDL_SCANCODE_F: screen->switchVideoMode(); resource->reLoadTextures(); break; case SDL_SCANCODE_F1: screen->setWindowSize(1); resource->reLoadTextures(); break; case SDL_SCANCODE_F2: screen->setWindowSize(2); resource->reLoadTextures(); break; case SDL_SCANCODE_F3: screen->setWindowSize(3); resource->reLoadTextures(); break; case SDL_SCANCODE_F4: screen->setWindowSize(4); resource->reLoadTextures(); break; case SDL_SCANCODE_F5: // switchPalette(); break; case SDL_SCANCODE_RIGHT: ++scene %= 5; fillTexture(); break; case SDL_SCANCODE_LEFT: --scene %= 5; fillTexture(); break; default: // section.name = SECTION_PROG_TITLE; // section.subsection = 0; break; } } } } // Inicializa los textos void Ending::iniTexts() { // Reinicia el vector texts.clear(); // Escena #0 texts.push_back({"HE FINALLY MANAGED", 32}); texts.push_back({"TO GET TO THE JAIL", 43}); texts.push_back({"WITH ALL HIS PROJECTS", 141}); texts.push_back({"READY TO BE RELEASED", 152}); // Escena #1 texts.push_back({"ALL THE JAILERS WERE THERE", 1}); texts.push_back({"WAITING FOR THE JAILGAMES", 11}); texts.push_back({"TO BE RELEASED", 21}); texts.push_back({"THERE WERE EVEN BARRULLS AND", 161}); texts.push_back({"BEGINNERS AMONG THE CROWD", 171}); texts.push_back({"BRY WAS CRYING...", 181}); // Escena #2 texts.push_back({"BUT SUDDENLY SOMETHING", 19}); texts.push_back({"CAUGHT HIS ATTENTION", 31}); // Escena #3 texts.push_back({"A PILE OF JUNK!", 36}); texts.push_back({"FULL OF NON WORKING THINGS!!", 49}); // Escena #4 texts.push_back({"AND THEN,", 26}); texts.push_back({"FOURTY NEW PROJECTS", 36}); texts.push_back({"WERE BORN...", 158}); // Crea los sprites for (auto st : spriteTexts) { delete st.sprite; delete st.texture; } spriteTexts.clear(); for (auto t : texts) { endingTexture_t st; const int width = text->lenght(t.caption, 1) + 2 + 2; const int height = text->getCharacterSize() + 2 + 2; color_t c = stringToColor(options->palette, "black"); // Crea la texture st.texture = new Texture(renderer); st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET); st.texture->setAsRenderTarget(renderer); st.texture->setBlendMode(SDL_BLENDMODE_BLEND); text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c); // Crea el sprite st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer); st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos}); // Crea la coverTexture st.coverTexture = new Texture(renderer); st.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET); st.coverTexture->setAsRenderTarget(renderer); st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND); // Rellena la coverTexture con color transparente SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0); SDL_RenderClear(renderer); // Los primeros 8 pixels crea una malla c = stringToColor(options->palette, "red"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); for (int i = 0; i < width; i += 2) { SDL_RenderDrawPoint(renderer, i, 0); SDL_RenderDrawPoint(renderer, i, 2); SDL_RenderDrawPoint(renderer, i, 4); SDL_RenderDrawPoint(renderer, i, 6); SDL_RenderDrawPoint(renderer, i + 1, 5); SDL_RenderDrawPoint(renderer, i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, width, height}; c = stringToColor(options->palette, "cyan"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_RenderFillRect(renderer, &rect); // Crea el sprite st.coverSprite = new Sprite({0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8}, st.coverTexture, renderer); st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos}); st.coverSprite->setSpriteClip(0, 8, -1, -1); spriteTexts.push_back(st); } } // Rellena la textura segun la escena void Ending::fillTexture() { // Inicializa los textos iniTexts(); // Rellena la canvasTexture de color SDL_SetRenderTarget(renderer, canvasTexture); color_t c = stringToColor(options->palette, "green"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_RenderClear(renderer); const int size = text->getCharacterSize(); if (scene == 0) { // Compone la escena #0 // Dibuja el sprite texture = resource->getTexture("ending1.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (PLAY_AREA_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 48, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 34, texts.at(0), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 45, texts.at(1), 1, c, 2, c); spriteTexts.at(0).sprite->render(); spriteTexts.at(1).sprite->render(); // Dos lineas más de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 143, texts.at(2), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 154, texts.at(3), 1, c, 2, c); spriteTexts.at(2).sprite->render(); spriteTexts.at(3).sprite->render(); } else if (scene == 1) { // Compone la escena #1 // Dibuja el sprite texture = resource->getTexture("ending2.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; const int y = (GAMECANVAS_HEIGHT - texture->getHeight()) / 2; sprite->setRect({x, y, texture->getWidth(), texture->getHeight()}); sprite->render(); // Tres lineas de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 3, texts.at(4), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 13, texts.at(5), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 23, texts.at(6), 1, c, 2, c); spriteTexts.at(4).sprite->render(); spriteTexts.at(5).sprite->render(); spriteTexts.at(6).sprite->render(); // Dos lineas más de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 163, texts.at(7), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 173, texts.at(8), 1, c, 2, c); spriteTexts.at(7).sprite->render(); spriteTexts.at(8).sprite->render(); // Una linea mas // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 183, texts.at(9), 1, c, 2, c); spriteTexts.at(9).sprite->render(); } else if (scene == 2) { // Compone la escena #2 // Dibuja el sprite texture = resource->getTexture("ending3.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 29, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 21, texts.at(10), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 33, texts.at(11), 1, c, 2, c); spriteTexts.at(10).sprite->render(); spriteTexts.at(11).sprite->render(); } else if (scene == 3) { // Compone la escena #3 // Dibuja el sprite texture = resource->getTexture("ending4.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 63, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(12), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 51, texts.at(13), 1, c, 2, c); spriteTexts.at(12).sprite->render(); spriteTexts.at(13).sprite->render(); } else if (scene == 4) { // Compone la escena #4 // Dibuja el sprite texture = resource->getTexture("ending5.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 53, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 28, texts.at(14), 1, c, 2, c); // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(15), 1, c, 2, c); spriteTexts.at(14).sprite->render(); spriteTexts.at(15).sprite->render(); // Una linea mas // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 160, texts.at(16), 1, c, 2, c); spriteTexts.at(16).sprite->render(); } else if (scene == -1) { // Compone la escena # -1 text->write(0, 182, "SCENE -1"); spriteTexts.at(0).sprite->render(); } SDL_SetRenderTarget(renderer, nullptr); // Rellena la coverTexture con color transparente SDL_SetRenderTarget(renderer, coverTexture); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); SDL_RenderClear(renderer); // Los primeros 8 pixels crea una malla c = stringToColor(options->palette, "red"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); for (int i = 0; i < 256; i += 2) { SDL_RenderDrawPoint(renderer, i, 0); SDL_RenderDrawPoint(renderer, i, 2); SDL_RenderDrawPoint(renderer, i, 4); SDL_RenderDrawPoint(renderer, i, 6); SDL_RenderDrawPoint(renderer, i + 1, 5); SDL_RenderDrawPoint(renderer, i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, 256, 192}; c = stringToColor(options->palette, "cyan"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_RenderFillRect(renderer, &rect); SDL_SetRenderTarget(renderer, nullptr); } // Bucle principal section_t Ending::run() { while (section.name == SECTION_PROG_ENDING) { update(); render(); } return section; } // Actualiza el contador void Ending::updateCounter() { if (scene == -1) { return; } // Incrementa el contador if (counterEnabled) { counter++; { /*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); }*/ } } else { subCounter++; if (subCounter == 100) { counterEnabled = true; subCounter = 0; } } // Comprueba si ha terminado la sección if (counter > 600) { scene++; fillTexture(); counter = 0; if (scene == 5) { section.name = SECTION_PROG_QUIT; } } } // Dibuja la coverTexture void Ending::renderCoverTexture() { if (scene == -1) { return; } if (counter < 1150) { // Dibuja la textura que cubre el texto const int offset = std::min(counter / 2, 200 / 2); SDL_Rect srcRect = {0, 0, 256, 200 - (offset * 2)}; SDL_Rect dstRect = {0, (offset * 2) - 8, 256, 200 - (offset * 2)}; SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect); } }