forked from jaildesigner-jailgames/jaildoctors_dilemma
138 lines
3.6 KiB
C++
138 lines
3.6 KiB
C++
#include "scoreboard.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *items, Uint32 *clock)
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{
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// Obten punteros a objetos
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this->asset = asset;
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this->renderer = renderer;
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this->lives = lives;
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this->items = items;
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this->clock = clock;
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// Reserva memoria para los objetos
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texture = new LTexture(renderer, asset->get("player01.png"));
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sprite = new AnimatedSprite(texture, renderer, asset->get("player01.ani"));
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sprite->setCurrentAnimation("walk_menu");
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Inicializa las variables
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counter = 0;
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colorChangeSpeed = 4;
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// Inicializa los colores
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color_t c = stringToColor("blue");
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color.push_back(c);
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c = stringToColor("red");
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color.push_back(c);
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c = stringToColor("magenta");
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color.push_back(c);
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c = stringToColor("green");
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color.push_back(c);
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c = stringToColor("cyan");
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color.push_back(c);
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c = stringToColor("yellow");
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color.push_back(c);
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c = stringToColor("white");
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color.push_back(c);
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c = stringToColor("bright_blue");
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color.push_back(c);
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c = stringToColor("bright_red");
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color.push_back(c);
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c = stringToColor("bright_magenta");
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color.push_back(c);
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c = stringToColor("bright_green");
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color.push_back(c);
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c = stringToColor("bright_cyan");
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color.push_back(c);
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c = stringToColor("bright_yellow");
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color.push_back(c);
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c = stringToColor("bright_white");
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color.push_back(c);
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}
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// Destructor
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ScoreBoard::~ScoreBoard()
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{
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delete texture;
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delete sprite;
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delete text;
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}
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// Pinta el objeto en pantalla
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void ScoreBoard::render()
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{
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// Dibuja el fondo del marcador
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const SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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// Dibuja las vidas
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sprite->setPosY(19 * BLOCK);
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int index;
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const int desp = (counter / 40) % 8;
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const int frame = desp % 4;
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sprite->setCurrentFrame(frame);
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for (int i = 0; i < *lives; i++)
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{
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sprite->setPosX(8 + (16 * i) + desp);
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index = i % color.size();
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sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
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sprite->render();
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}
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// Escribe los textos
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const clock_t clock = getTime();
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std::string itemsTxt = std::to_string(*items / 100) + std::to_string((*items % 100) / 10) + std::to_string(*items % 10);
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std::string separator = " ";
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if (clock.separator)
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{
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separator = ":";
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}
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std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
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std::string text = "Items collected " + itemsTxt + " Time " + timeTxt;
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const color_t color = stringToColor("white");
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this->text->writeColored(BLOCK, 22 * BLOCK, text, color);
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}
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// Actualiza las variables del objeto
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void ScoreBoard::update()
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{
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counter++;
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sprite->update();
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}
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// Obtiene el tiempo transcurrido de partida
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ScoreBoard::clock_t ScoreBoard::getTime()
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{
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const Uint32 timeElapsed = SDL_GetTicks() - *clock;
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clock_t time;
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time.hours = timeElapsed / 3600000;
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time.minutes = timeElapsed / 60000;
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time.seconds = timeElapsed / 1000;
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time.separator = (timeElapsed % 1000 <= 500);
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return time;
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}
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// Recarga la textura
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void ScoreBoard::reLoadTexture()
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{
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texture->reLoad();
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text->reLoadTexture();
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} |