Files
jdd_opendingux/source/ending.cpp

142 lines
3.7 KiB
C++

#include "ending.h"
// Constructor
Ending::Ending(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();
// Inicializa variables
counter = 0;
section.name = SECTION_PROG_ENDING;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
// Textos
texts.push_back("HE FINALLY MANAGED TO GET TO THE JAIL WITH ALL HIS PROJECTS READY TO BE RELEASED");
texts.push_back("ALL THE JAILERS WERE THERE WAITING FOR THE JAILGAMES TO BE RELEASED");
texts.push_back("THERE WERE EVEN BARRULLS AND BEGINNERS AMONG THE CROWD");
texts.push_back("BRY WAS CRYING...");
texts.push_back("BUT SUDDENLY SOMETHING CAUGHT HIS ATTENTION");
texts.push_back("A PILE OF JUNK! FULL OF NON WORKING THINGS!!");
texts.push_back("AND THEN, FOURTY NEW PROJECTS WERE BORN...");
}
// Destructor
Ending::~Ending()
{
// Libera la memoria de los objetos
delete eventHandler;
}
// Actualiza el objeto
void Ending::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();
}
}
// Dibuja el final en pantalla
void Ending::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Comprueba el manejador de eventos
void Ending::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:
// section.name = SECTION_PROG_TITLE;
// section.subsection = 0;
break;
}
}
}
}
// Bucle principal
section_t Ending::run()
{
while (section.name == SECTION_PROG_ENDING)
{
update();
render();
}
return section;
}