Files
jdd_opendingux/source/ending2.cpp

307 lines
8.1 KiB
C++

#include "ending2.h"
// Constructor
Ending2::Ending2(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);
music = JA_LoadMusic(asset->get("ending2.ogg").c_str());
// Inicializa variables
counter = -1;
preCounter = 0;
section.name = SECTION_PROG_ENDING2;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
// Inicializa la lista de sprites
iniSpriteList();
// Carga todos los sprites desde una lista
loadSprites();
}
// Destructor
Ending2::~Ending2()
{
// Libera la memoria de los objetos
delete eventHandler;
delete text;
JA_DeleteMusic(music);
for (auto sprite : sprites)
{
delete sprite;
}
sprites.clear();
}
// Actualiza el objeto
void Ending2::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 los contadores
updateCounters();
// Actualiza los sprites
updateSprites();
if (counter > 4000)
{
section.name = SECTION_PROG_LOGO;
}
}
}
// Dibuja el final en pantalla
void Ending2::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(stringToColor(options->palette, "black"));
// Dibuja los sprites
renderSprites();
const std::string txt = std::to_string(preCounter) + " - " + std::to_string(counter) + " - W:" + std::to_string(maxSpriteWidth) + " - H:" + std::to_string(maxSpriteHeight);
text->write(0, 192 - 8, txt);
// Dibuja la cuadricula
/*{
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
const int sw = maxSpriteWidth + 6;
const int sh = maxSpriteHeight + 6;
for (int i = 0; i < 256; i += sw)
{
SDL_RenderDrawLine(renderer, i, 0, i, 192);
}
for (int i = 0; i < 192; i += sh)
{
SDL_RenderDrawLine(renderer, 0, i, 255, i);
}
}*/
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Comprueba el manejador de eventos
void Ending2::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:
break;
}
}
}
}
// Bucle principal
section_t Ending2::run()
{
// JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING2)
{
update();
render();
}
// JA_StopMusic();
return section;
}
// Actualiza los contadores
void Ending2::updateCounters()
{
// Incrementa el contador
if (preCounter < 20)
{
preCounter++;
}
else
{
counter++;
}
}
// Inicializa la lista de sprites
void Ending2::iniSpriteList()
{
// Reinicia el vector
spriteList.clear();
// Añade los valores
spriteList.push_back("abad");
spriteList.push_back("abad_bell");
spriteList.push_back("amstrad_character_set");
spriteList.push_back("arounder_fly");
spriteList.push_back("arounder_stop");
spriteList.push_back("arounder_walk");
spriteList.push_back("arounders_door");
spriteList.push_back("arounders_machine");
spriteList.push_back("bat");
spriteList.push_back("batman_bell");
spriteList.push_back("batman_fire");
spriteList.push_back("batman");
spriteList.push_back("bell");
spriteList.push_back("bin");
spriteList.push_back("bird");
spriteList.push_back("breakout");
spriteList.push_back("bry");
spriteList.push_back("chip");
spriteList.push_back("code");
spriteList.push_back("demon");
spriteList.push_back("dimallas_v");
spriteList.push_back("dimallas");
spriteList.push_back("diskette");
spriteList.push_back("dong");
spriteList.push_back("heavy");
spriteList.push_back("jailbattle_alien");
spriteList.push_back("jailbattle_human");
spriteList.push_back("jailer");
spriteList.push_back("jailer2");
spriteList.push_back("jailer3");
spriteList.push_back("lamp");
spriteList.push_back("macaronni_ted");
spriteList.push_back("matatunos");
spriteList.push_back("mummy");
spriteList.push_back("paco");
spriteList.push_back("printer");
spriteList.push_back("qvoid");
spriteList.push_back("sam");
spriteList.push_back("sigmasua");
spriteList.push_back("spider");
spriteList.push_back("tuno");
spriteList.push_back("tv_panel");
spriteList.push_back("tv");
spriteList.push_back("wave_v");
spriteList.push_back("wave");
}
// Carga todos los sprites desde una lista
void Ending2::loadSprites()
{
maxSpriteWidth = 0;
maxSpriteHeight = 0;
for (auto sl : spriteList)
{
sprites.push_back(new AnimatedSprite(renderer, resource->getAnimation(sl + ".ani")));
maxSpriteWidth = std::max(sprites.back()->getAnimationClip(0, 0).w, maxSpriteWidth);
maxSpriteHeight = std::max(sprites.back()->getAnimationClip(0, 0).h, maxSpriteHeight);
}
const int sw = maxSpriteWidth + 6;
const int sh = maxSpriteHeight + 6;
for (int i = 0; i < (int)sprites.size(); ++i)
{
const int x = (i * sw) % (256 - (256 % sw));
const int y = (i / (256 / sw)) * sh;
const int w = sprites.at(i)->getAnimationClip(0, 0).w;
const int h = sprites.at(i)->getAnimationClip(0, 0).h;
sprites.at(i)->setRect({x, y, w, h});
sprites.at(i)->setVelY(-0.1f);
}
}
// Actualiza los sprites
void Ending2::updateSprites()
{
for (auto &sprite : sprites)
{
sprite->update();
}
}
// Dibuja los sprites
void Ending2::renderSprites()
{
const color_t color = stringToColor(options->palette, "red");
for (auto sprite : sprites)
{
const bool a = sprite->getRect().y + sprite->getRect().h > 5;
const bool b = sprite->getRect().y < 187;
if (a && b)
{
sprite->getTexture()->setColor(color.r, color.g, color.b);
sprite->render();
sprite->getTexture()->setColor(255, 255, 255);
}
}
}