#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(); // Inicializa variables counter = 0; section.name = SECTION_PROG_ENDING; section.subsection = 0; ticks = 0; ticksSpeed = 15; // Textos texts.push_back("HE FINALLY MANAGED TO GET TO THE JAIL WITH ALL HIS PROJECTS READY TO BE RELEASED"); texts.push_back("ALL THE JAILERS WERE THERE WAITING FOR THE JAILGAMES TO BE RELEASED"); texts.push_back("THERE WERE EVEN BARRULLS AND BEGINNERS AMONG THE CROWD"); texts.push_back("BRY WAS CRYING..."); texts.push_back("BUT SUDDENLY SOMETHING CAUGHT HIS ATTENTION"); texts.push_back("A PILE OF JUNK! FULL OF NON WORKING THINGS!!"); texts.push_back("AND THEN, FOURTY NEW PROJECTS WERE BORN..."); } // Destructor Ending::~Ending() { // Libera la memoria de los objetos delete eventHandler; } // 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(); } } // 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(); // 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_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; default: // section.name = SECTION_PROG_TITLE; // section.subsection = 0; break; } } } } // Bucle principal section_t Ending::run() { while (section.name == SECTION_PROG_ENDING) { update(); render(); } return section; }