forked from jaildesigner-jailgames/jaildoctors_dilemma
167 lines
3.9 KiB
C++
167 lines
3.9 KiB
C++
#include "ending2.h"
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// Constructor
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Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->resource = resource;
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this->asset = asset;
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this->options = options;
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// Reserva memoria para los punteros a objetos
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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music = JA_LoadMusic(asset->get("ending2.ogg").c_str());
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// Inicializa variables
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counter = -1;
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preCounter = 0;
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section.name = SECTION_PROG_ENDING2;
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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// Cambia el color del borde
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screen->setBorderColor(stringToColor(options->palette, "black"));
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}
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// Destructor
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Ending2::~Ending2()
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{
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// Libera la memoria de los objetos
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delete eventHandler;
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delete text;
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JA_DeleteMusic(music);
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}
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// Actualiza el objeto
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void Ending2::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba el manejador de eventos
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checkEventHandler();
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// Actualiza los contadores
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updateCounters();
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if (counter > 400)
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{
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section.name = SECTION_PROG_LOGO;
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}
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}
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}
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// Dibuja el final en pantalla
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void Ending2::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(stringToColor(options->palette, "black"));
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text->write(0,0,std::to_string(counter));
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba el manejador de eventos
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void Ending2::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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break;
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}
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// Comprueba las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F5:
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// switchPalette();
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break;
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default:
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break;
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}
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}
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}
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}
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// Bucle principal
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section_t Ending2::run()
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{
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JA_PlayMusic(music);
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while (section.name == SECTION_PROG_ENDING2)
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{
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update();
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render();
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}
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JA_StopMusic();
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return section;
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}
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// Actualiza los contadores
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void Ending2::updateCounters()
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{
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// Incrementa el contador
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if (preCounter < 200)
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{
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preCounter++;
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}
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else
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{
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counter++;
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}
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} |