forked from jaildesigner-jailgames/jaildoctors_dilemma
161 lines
2.9 KiB
C++
161 lines
2.9 KiB
C++
#include "logo.h"
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// Constructor
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = new LTexture(renderer, asset->get("jailgames.png"));
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for (int i = 0; i < texture->getHeight(); i++)
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{
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sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
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completed.push_back(false);
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if (i % 2 == 0)
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{
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sprite[i]->setPosX(256 + i);
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}
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else
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{
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sprite[i]->setPosX(-181 - i);
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}
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sprite[i]->setPosY(83 + i);
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}
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// Inicializa variables
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counter = 0;
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section.name = SECTION_PROG_LOGO;
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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initFade = 300;
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endLogo = 400;
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postLogo = 20;
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}
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// Destructor
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Logo::~Logo()
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{
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delete texture;
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for (auto s : sprite)
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{
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delete s;
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}
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delete eventHandler;
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}
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// Comprueba el manejador de eventos
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void Logo::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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// Cualquier tecla pulsada
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if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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}
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}
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}
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// Actualiza las variables
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void Logo::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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// Incrementa el contador
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counter++;
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// update de JAILGAMES
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for (int i = 1; i < sprite.size(); i++)
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{
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const int speed = 30;
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const int dest = 37;
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completed[0] = true;
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if (sprite[i]->getPosX() != 37 && completed[i - 1] == true)
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{
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if (i % 2 == 0)
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{
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sprite[i]->incPosX(-speed);
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if (sprite[i]->getPosX() < dest)
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{
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completed[i] = true;
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sprite[i]->setPosX(dest);
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}
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}
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else
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{
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sprite[i]->incPosX(speed);
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if (sprite[i]->getPosX() > dest)
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{
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completed[i] = true;
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sprite[i]->setPosX(dest);
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}
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}
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}
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}
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// Comprueba si ha terminado el logo
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if (counter == endLogo + postLogo)
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{
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section.name = SECTION_PROG_QUIT;
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section.subsection = 0;
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}
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}
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}
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// Dibuja en pantalla
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void Logo::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();
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// Dibuja los objetos
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for (auto s : sprite)
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{
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s->render();
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}
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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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// Bucle para el logo del juego
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section_t Logo::run()
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{
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// Detiene la música
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JA_StopMusic();
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while (section.name == SECTION_PROG_LOGO)
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{
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update();
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render();
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}
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return section;
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}
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