#include "game_over.h" // Constructor GameOver::GameOver(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); playerSprite = new AnimatedSprite(renderer, resource->getAnimation("player_game_over.ani")); tvSprite = new AnimatedSprite(renderer, resource->getAnimation("tv.ani")); music = JA_LoadMusic(asset->get("game_over.ogg").c_str()); // Inicializa variables preCounter = 0; counter = 0; section.name = SECTION_PROG_GAME_OVER; section.subsection = 0; ticks = 0; ticksSpeed = 15; endSection = 400; iniFade = 310; fadeLenght = 20; playerSprite->setPosX(GAMECANVAS_CENTER_X + 10); playerSprite->setPosY(GAMECANVAS_CENTER_Y + 10); tvSprite->setPosX(GAMECANVAS_CENTER_X - tvSprite->getAnimationClip(0, 0).w - 10); tvSprite->setPosY(GAMECANVAS_CENTER_Y + 10); // Inicializa el vector de colores const std::vector colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"}; for (auto cl : colorList) { colors.push_back(stringToColor(options->palette, cl)); } color = colors.back(); } // Destructor GameOver::~GameOver() { // Libera la memoria de los objetos delete eventHandler; delete text; delete playerSprite; delete tvSprite; JA_DeleteMusic(music); } // Actualiza el objeto void GameOver::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(); // Actualiza el color usado para renderizar los textos e imagenes updateColor(); // Actualiza los contadores updateCounters(); // Actualiza los dos sprites playerSprite->update(); tvSprite->update(); } } // Dibuja el final en pantalla void GameOver::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); // Limpia la pantalla screen->clean(); // Escribe el texto de GAME OVER text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y - 20, "G A M E O V E R", 1, color); // Dibuja los sprites renderSprites(); // text->write(0, 0, std::to_string(counter)); // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Comprueba el manejador de eventos void GameOver::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; section.subsection = 0; 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: break; } } } } // Bucle principal section_t GameOver::run() { while (section.name == SECTION_PROG_GAME_OVER) { update(); render(); } return section; } // Actualiza el color usado para renderizar los textos e imagenes void GameOver::updateColor() { const int half = endSection / 2; if (counter < half) { //const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght; const float step = std::min(counter, fadeLenght) / (float)fadeLenght; const int index = (colors.size() - 1) - int((colors.size() - 1) * step); color = colors.at(index); } else { const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght; const int index = (colors.size() - 1) * step; color = colors.at(index); } } // Dibuja los sprites void GameOver::renderSprites() { playerSprite->getTexture()->setColor(color.r, color.g, color.b); playerSprite->render(); tvSprite->getTexture()->setColor(color.r, color.g, color.b); tvSprite->render(); } // Actualiza los contadores void GameOver::updateCounters() { // Actualiza el contador if (preCounter < 50) { preCounter++; } else { counter++; } // Hace sonar la música if (counter == 1) { JA_PlayMusic(music, 0); } // Comprueba si ha terminado la sección else if (counter == endSection) { section.name = SECTION_PROG_LOGO; section.subsection = SUBSECTION_LOGO_TO_TITLE; } } // Cambia la paleta void GameOver::switchPalette() { options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum; }