Files
jdd_opendingux/source/ending.cpp

560 lines
16 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();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
texture = resource->getTexture("ending1.png");
sprite = new Sprite({0, 0, texture->getWidth(), texture->getHeight()}, texture, renderer);
music = JA_LoadMusic(asset->get("ending1.ogg").c_str());
// Inicializa variables
counter = 0;
section.name = SECTION_PROG_ENDING;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
scene = 0;
// Inicializa los textos
iniTexts();
// Inicializa las imagenes
iniPics();
// Inicializa las escenas
iniScenes();
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
// Crea la textura para el texto que se escribe en pantalla
canvasTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (canvasTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(canvasTexture, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
if (coverTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
}
// Destructor
Ending::~Ending()
{
// Libera la memoria de los objetos
delete eventHandler;
delete text;
delete sprite;
SDL_DestroyTexture(canvasTexture);
SDL_DestroyTexture(coverTexture);
for (auto st : spriteTexts)
{
delete st.sprite;
delete st.texture;
delete st.coverSprite;
delete st.coverTexture;
}
spriteTexts.clear();
for (auto sp : spritePics)
{
delete sp.sprite;
delete sp.coverSprite;
delete sp.coverTexture;
}
spritePics.clear();
JA_DeleteMusic(music);
}
// 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();
// Actualiza el contador
updateCounter();
// Actualiza las cortinillas de los elementos
updateSpriteCovers();
// Comprueba si se ha de cambiar de escena
checkChangeScene();
}
}
// 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(stringToColor(options->palette, "black"));
// Dibuja las imagenes de la escena
spritePics.at(scene).sprite->render();
spritePics.at(scene).coverSprite->render();
// Dibuja los textos de la escena
for (auto ti : scenes.at(scene).textIndex)
{
if (counter > ti.trigger)
{
spriteTexts.at(ti.index).sprite->render();
spriteTexts.at(ti.index).coverSprite->render();
}
}
// text->write(0, 0, std::to_string(counter));
// 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;
case SDL_SCANCODE_RIGHT:
++scene %= 5;
break;
case SDL_SCANCODE_LEFT:
--scene %= 5;
break;
default:
break;
}
}
}
}
// Inicializa los textos
void Ending::iniTexts()
{
// Vector con los textos
std::vector<textAndPos_t> texts;
// Escena #0
texts.push_back({"HE FINALLY MANAGED", 32});
texts.push_back({"TO GET TO THE JAIL", 43});
texts.push_back({"WITH ALL HIS PROJECTS", 141});
texts.push_back({"READY TO BE RELEASED", 152});
// Escena #1
texts.push_back({"ALL THE JAILERS WERE THERE", 1});
texts.push_back({"WAITING FOR THE JAILGAMES", 11});
texts.push_back({"TO BE RELEASED", 21});
texts.push_back({"THERE WERE EVEN BARRULLS AND", 161});
texts.push_back({"BEGINNERS AMONG THE CROWD", 171});
texts.push_back({"BRY WAS CRYING...", 181});
// Escena #2
texts.push_back({"BUT SUDDENLY SOMETHING", 19});
texts.push_back({"CAUGHT HIS ATTENTION", 31});
// Escena #3
texts.push_back({"A PILE OF JUNK!", 36});
texts.push_back({"FULL OF NON WORKING THINGS!!", 49});
// Escena #4
texts.push_back({"AND THEN,", 26});
texts.push_back({"FOURTY NEW PROJECTS", 36});
texts.push_back({"WERE BORN...", 158});
// Crea los sprites
for (auto st : spriteTexts)
{
delete st.sprite;
delete st.texture;
delete st.coverSprite;
delete st.coverTexture;
}
spriteTexts.clear();
for (auto t : texts)
{
endingTexture_t st;
const int width = text->lenght(t.caption, 1) + 2 + 2;
const int height = text->getCharacterSize() + 2 + 2;
color_t c = stringToColor(options->palette, "black");
// Crea la texture
st.texture = new Texture(renderer);
st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
st.texture->setAsRenderTarget(renderer);
st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
// Crea el sprite
st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer);
st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos});
// Crea la coverTexture
st.coverTexture = new Texture(renderer);
st.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
st.coverTexture->setAsRenderTarget(renderer);
st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < width; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, i + 1, 7);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, width, height};
c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
// Crea el sprite
st.coverSprite = new Sprite({0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8}, st.coverTexture, renderer);
st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos});
st.coverSprite->setSpriteClip(0, 8, -1, -1);
// Inicializa variables
st.clipDesp = 8;
st.clipHeight = height;
spriteTexts.push_back(st);
}
}
// Inicializa las imagenes
void Ending::iniPics()
{
// Vector con las rutas y la posición
std::vector<textAndPos_t> texts;
texts.push_back({"ending1.png", 48});
texts.push_back({"ending2.png", 26});
texts.push_back({"ending3.png", 29});
texts.push_back({"ending4.png", 63});
texts.push_back({"ending5.png", 53});
// Crea los sprites
for (auto sp : spritePics)
{
delete sp.sprite;
delete sp.coverSprite;
delete sp.coverTexture;
}
spritePics.clear();
for (auto t : texts)
{
endingTexture_t sp;
// Crea la texture
sp.texture = resource->getTexture(t.caption);
const int width = sp.texture->getWidth();
const int height = sp.texture->getHeight();
// Crea el sprite
sp.sprite = new Sprite({0, 0, width, height}, sp.texture, renderer);
sp.sprite->setPos({(GAMECANVAS_WIDTH - width) / 2, t.pos});
// Crea la coverTexture
sp.coverTexture = new Texture(renderer);
sp.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
sp.coverTexture->setAsRenderTarget(renderer);
sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < width; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, i + 1, 7);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, width, height};
c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
// Crea el sprite
sp.coverSprite = new Sprite({0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8}, sp.coverTexture, renderer);
sp.coverSprite->setPos({(GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, t.pos});
sp.coverSprite->setSpriteClip(0, 8, -1, -1);
// Inicializa variables
sp.clipDesp = 8;
sp.clipHeight = height;
spritePics.push_back(sp);
}
}
// Inicializa las escenas
void Ending::iniScenes()
{
// Variable para los tiempos
int trigger;
const int lapse = 80;
// Crea el contenedor
scene_t sc;
// Inicializa el vector
scenes.clear();
// Crea la escena #0
sc.counterEnd = 1000;
sc.pictureIndex = 0;
sc.textIndex.clear();
trigger = 85 * 2;
trigger += lapse;
sc.textIndex.push_back({0, trigger});
trigger += lapse;
sc.textIndex.push_back({1, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({2, trigger});
trigger += lapse;
sc.textIndex.push_back({3, trigger});
scenes.push_back(sc);
// Crea la escena #1
sc.counterEnd = 1400;
sc.pictureIndex = 1;
sc.textIndex.clear();
trigger = 140 * 2;
trigger += lapse;
sc.textIndex.push_back({4, trigger});
trigger += lapse;
sc.textIndex.push_back({5, trigger});
trigger += lapse;
sc.textIndex.push_back({6, trigger});
trigger += lapse * 2;
sc.textIndex.push_back({7, trigger});
trigger += lapse;
sc.textIndex.push_back({8, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({9, trigger});
scenes.push_back(sc);
// Crea la escena #2
sc.counterEnd = 1000;
sc.pictureIndex = 2;
sc.textIndex.clear();
trigger = 148 * 2;
//trigger += lapse / 2;
sc.textIndex.push_back({10, trigger});
trigger += lapse;
sc.textIndex.push_back({11, trigger});
scenes.push_back(sc);
// Crea la escena #3
sc.counterEnd = 800;
sc.pictureIndex = 3;
sc.textIndex.clear();
trigger = 87 * 2;
//trigger += lapse;
sc.textIndex.push_back({12, trigger});
trigger += lapse/2;
sc.textIndex.push_back({13, trigger});
scenes.push_back(sc);
// Crea la escena #4
sc.counterEnd = 1000;
sc.pictureIndex = 4;
sc.textIndex.clear();
trigger = 91 * 2;
trigger += lapse;
sc.textIndex.push_back({14, trigger});
trigger += lapse * 2;
sc.textIndex.push_back({15, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({16, trigger});
scenes.push_back(sc);
}
// Bucle principal
section_t Ending::run()
{
JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING)
{
update();
render();
}
JA_StopMusic();
return section;
}
// Actualiza el contador
void Ending::updateCounter()
{
// Incrementa el contador
counter++;
}
// Actualiza las cortinillas de los elementos
void Ending::updateSpriteCovers()
{ // Actualiza la cortinilla de los textos
if (counter % 4 == 0)
{
for (auto ti : scenes.at(scene).textIndex)
{
if (counter > ti.trigger)
{
if (spriteTexts.at(ti.index).clipDesp > 0)
{
spriteTexts.at(ti.index).clipDesp -= 2;
}
else if (spriteTexts.at(ti.index).clipHeight > 0)
{
spriteTexts.at(ti.index).clipHeight -= 2;
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2);
}
spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight);
}
}
}
// Actualiza la cortinilla de las imagenes
if (counter % 2 == 0)
{
if (spritePics.at(scene).clipDesp > 0)
{
spritePics.at(scene).clipDesp -= 2;
}
else if (spritePics.at(scene).clipHeight > 0)
{
spritePics.at(scene).clipHeight -= 2;
if (spritePics.at(scene).clipHeight < 0)
{
spritePics.at(scene).clipHeight = 0;
}
spritePics.at(scene).coverSprite->setPosY(spritePics.at(scene).coverSprite->getPosY() + 2);
}
spritePics.at(scene).coverSprite->setSpriteClip(0, spritePics.at(scene).clipDesp, spritePics.at(scene).coverSprite->getWidth(), spritePics.at(scene).clipHeight);
}
}
// Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene()
{
if (counter > scenes.at(scene).counterEnd)
{
scene++;
counter = 0;
if (scene == 5)
{
section.name = SECTION_PROG_QUIT;
}
}
}