#include "game/scenes/intro_sprites_scene.hpp" #include #include #include "core/jail/jdraw8.hpp" #include "core/jail/jinput.hpp" #include "game/options.hpp" namespace { // Duració d'un pas. El vell doIntroSprites feia Jg::setUpdateTicks(20); // cada iteració del seu for (i) consumia un tick de 20 ms. constexpr int TICK_MS = 20; // Taules de frames. Ubicacions de cada sprite dins el gfx de la intro // (gfx/logo.gif o gfx/logo_new.gif — el layout de sprites és el mateix). // Cada sprite ocupa 15×15 px, disposats horitzontalment per fila. // Els valors són els offsets x (la y la posa l'invocador al src_y). // Derivats dels `fr_ani_N[i] = ...` del vell doIntroSprites. constexpr Uint16 FR1[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180}; // camina dreta (y=0) constexpr Uint16 FR2[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180}; // camina esquerra (y=15) constexpr Uint16 FR3[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150}; // trau mapa dreta (y=30) constexpr Uint16 FR4[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150}; // trau mapa esquerra (y=45) constexpr Uint16 FR5[] = {165, 180, 195, 210, 225, 240, 255, 270, 285, 300, 300, 285, 270, 255, 240, 225, 210, 195, 180, 165}; // bot de susto (y=45, mirror) constexpr Uint16 FR6[] = {0, 15, 30, 45, 60, 75, 90, 105}; // momia (y=60) constexpr Uint16 FR7[] = {75, 90, 105, 120, 135, 150, 165, 180, 195, 210, 225, 240, 255, 270, // paper (y=75, idx 0..13) 0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, 195, 210}; // sombra (y=105, idx 14..28) constexpr Uint16 FR8[] = {15, 30, 45, 60}; // pedra (y=75) constexpr Uint16 FR9[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, 195, 210, 225}; // prota ball (y=120) constexpr Uint16 FR10[] = {0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, 195, 210, 225}; // momia ball (y=135) constexpr Uint16 FR11[] = {15, 30, 45, 60, 75, 60}; // altaveu (y=90, [5]=[3] pel loop de 4) constexpr Uint16 CREU = 75; // src_y de la creu (overlay) constexpr Uint16 INTERROGANT = 90; // src_y del signe d'interrogant // Equivalent de la funció `drawIntroWordmark` de modulesequence.cpp. // Branqueja segons use_new_logo perquè la mateixa sub-escena es // reutilitza des de IntroScene (logo vell) i IntroNewLogoScene (logo // nou) amb arxius diferents però mateix layout de sprites. void drawWordmark(const Uint8* gfx) { if (Options::game.use_new_logo) { // Centrat: (320 − 188) / 2 = 66 (IntroNewLogoScene usa la mateixa x). Jd8::blit(66, 78, gfx, 60, 158, 188, 28); } else { Jd8::blit(43, 78, gfx, 43, 155, 231, 45); } } using RenderFn = void (*)(const Uint8*, int); // Una fase — rang [start_i..end_i] inclusive (direcció implícita per // signe), funció de render, i flag d'skippable. Totes les fases actuals // són skippables; el flag es conserva per si alguna futura ha de ser // no interrompuda (p.ex. un logo fatídic que cal veure sencer). struct SpritePhase { int start_i; int end_i; RenderFn render; bool skippable; }; // ========================================================================= // Variant 0 — Interrogant / Momia // ========================================================================= void v0WalkRight(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(i, 150, gfx, FR1[(i / 5) % 13], 0, 15, 15, 0); } void v0PullMapRight(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 150, gfx, FR3[std::min(i / 5, 10)], 30, 15, 15, 0); } void v0WalkLeftTo80(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(i, 150, gfx, FR2[(i / 5) % 13], 15, 15, 15, 0); } void v0PullMapLeft(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(80, 150, gfx, FR4[std::min(i / 5, 10)], 45, 15, 15, 0); } void v0MomiaLeft(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(i, 150, gfx, FR6[(i / 5) % 8], 60, 15, 15, 0); Jd8::blitCK(80, 150, gfx, FR4[10], 45, 15, 15, 0); } void v0Turn(const Uint8* gfx, int /*i*/) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(80, 150, gfx, FR1[1], 0, 15, 15, 0); Jd8::blitCK(95, 150, gfx, FR6[4], 60, 15, 15, 0); Jd8::blitCK(80, 133, gfx, 0, INTERROGANT, 15, 15, 0); } void v0Jump1(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(80, 150 - ((i % 50) / 5), gfx, FR5[std::min(i / 5, 19)], 45, 15, 15, 0); Jd8::blitCK(95, 150, gfx, FR6[4], 60, 15, 15, 0); } void v0Jump2(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(80, 140 + ((i % 50) / 5), gfx, FR5[std::min(i / 5, 19)], 45, 15, 15, 0); Jd8::blitCK(95, 150, gfx, FR6[4], 60, 15, 15, 0); } void v0WalkFinal(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(i, 150, gfx, FR2[(i / 5) % 13], 15, 15, 15, 0); Jd8::blitCK(95, 150, gfx, FR6[4], 60, 15, 15, 0); } void v0Final(const Uint8* gfx, int /*i*/) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(95, 150, gfx, FR6[4], 60, 15, 15, 0); Jd8::blitCK(95, 133, gfx, 0, INTERROGANT, 15, 15, 0); } constexpr SpritePhase VARIANT_0[] = { {.start_i = 0, .end_i = 200, .render = v0WalkRight, .skippable = true}, {.start_i = 0, .end_i = 200, .render = v0PullMapRight, .skippable = true}, {.start_i = 200, .end_i = 0, .render = v0PullMapRight, .skippable = true}, // guarda el mapa (reprodueix inversament) {.start_i = 200, .end_i = 80, .render = v0WalkLeftTo80, .skippable = true}, {.start_i = 0, .end_i = 200, .render = v0PullMapLeft, .skippable = true}, {.start_i = 300, .end_i = 95, .render = v0MomiaLeft, .skippable = true}, {.start_i = 0, .end_i = 50, .render = v0Turn, .skippable = true}, {.start_i = 0, .end_i = 49, .render = v0Jump1, .skippable = true}, {.start_i = 50, .end_i = 99, .render = v0Jump2, .skippable = true}, {.start_i = 80, .end_i = 0, .render = v0WalkFinal, .skippable = true}, {.start_i = 0, .end_i = 150, .render = v0Final, .skippable = true}, }; // ========================================================================= // Variant 1 — Creu / Pedra // ========================================================================= void v1WalkRight(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(i, 150, gfx, FR1[(i / 5) % 13], 0, 15, 15, 255); } void v1PullMap(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(200, 150, gfx, FR3[std::min(i / 5, 10)], 30, 15, 15, 255); } void v1Interrogant(const Uint8* gfx, int /*i*/) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(200, 134, gfx, 0, INTERROGANT, 15, 15, 255); Jd8::blitCK(200, 150, gfx, FR3[10], 30, 15, 15, 255); } void v1DropMap(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); const int IDX = std::min(i / 5, 28); // FR7 té 29 frames dividits en dos grups: paper (idx 0..13, src_y=75) // i sombra (idx 14..28, src_y=105). El vell feia una branca al bucle. if (IDX <= 13) { Jd8::blitCK(200, 150, gfx, FR7[IDX], 75, 15, 15, 255); } else { Jd8::blitCK(200, 150, gfx, FR7[IDX], 105, 15, 15, 255); } } void v1StoneFall(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(200, 150, gfx, FR7[28], 105, 15, 15, 255); Jd8::blitCK(200, i * 2, gfx, FR8[0], 75, 15, 15, 255); } void v1StoneBreak(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(200, 150, gfx, FR8[i / 10], 75, 15, 15, 255); } void v1Final(const Uint8* gfx, int /*i*/) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(200, 155, gfx, 0, CREU, 15, 15, 255); Jd8::blitCK(200, 150, gfx, FR8[1], 75, 15, 15, 255); Jd8::blitCK(185, 150, gfx, FR8[2], 75, 15, 15, 255); Jd8::blitCK(215, 150, gfx, FR8[3], 75, 15, 15, 255); } constexpr SpritePhase VARIANT_1[] = { {.start_i = 0, .end_i = 200, .render = v1WalkRight, .skippable = true}, {.start_i = 0, .end_i = 300, .render = v1PullMap, .skippable = true}, {.start_i = 0, .end_i = 100, .render = v1Interrogant, .skippable = true}, {.start_i = 0, .end_i = 200, .render = v1DropMap, .skippable = true}, {.start_i = 0, .end_i = 75, .render = v1StoneFall, .skippable = true}, {.start_i = 0, .end_i = 19, .render = v1StoneBreak, .skippable = true}, {.start_i = 0, .end_i = 200, .render = v1Final, .skippable = true}, }; // ========================================================================= // Variant 2 — Ball de carnaval // ========================================================================= void v2Approach(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(i, 150, gfx, FR1[(i / 5) % 13], 0, 15, 15, 255); Jd8::blitCK(304 - i, 150, gfx, FR6[(i / 10) % 8], 60, 15, 15, 255); } void v2Still(const Uint8* gfx, int /*i*/) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(145, 150, gfx, FR1[1], 0, 15, 15, 255); Jd8::blitCK(160, 150, gfx, FR6[1], 60, 15, 15, 255); } void v2Horn(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(125, 150, gfx, FR11[(i / 10) % 2], 90, 15, 15, 255); Jd8::blitCK(145, 150, gfx, FR1[1], 0, 15, 15, 255); Jd8::blitCK(160, 150, gfx, FR6[1], 60, 15, 15, 255); } void v2Ball(const Uint8* gfx, int i) { Jd8::clearScreen(0); drawWordmark(gfx); Jd8::blitCK(145, 150, gfx, FR9[(i / 10) % 16], 120, 15, 15, 255); Jd8::blitCK(160, 150, gfx, FR10[(i / 10) % 16], 135, 15, 15, 255); Jd8::blitCK(125, 150, gfx, FR11[((i / 5) % 4) + 2], 90, 15, 15, 255); } constexpr SpritePhase VARIANT_2[] = { {.start_i = 0, .end_i = 145, .render = v2Approach, .skippable = true}, {.start_i = 0, .end_i = 100, .render = v2Still, .skippable = true}, {.start_i = 0, .end_i = 50, .render = v2Horn, .skippable = true}, {.start_i = 0, .end_i = 800, .render = v2Ball, .skippable = true}, }; // ========================================================================= // Dispatch per variant // ========================================================================= auto variantTable(int variant) -> const SpritePhase* { switch (variant) { case 0: return VARIANT_0; case 1: return VARIANT_1; case 2: return VARIANT_2; default: return VARIANT_0; } } auto variantLength(int variant) -> int { switch (variant) { case 0: return sizeof(VARIANT_0) / sizeof(VARIANT_0[0]); case 1: return sizeof(VARIANT_1) / sizeof(VARIANT_1[0]); case 2: return sizeof(VARIANT_2) / sizeof(VARIANT_2[0]); default: return 0; } } auto phaseStepCount(const SpritePhase& p) -> int { return std::abs(p.end_i - p.start_i) + 1; } auto phaseCurrentI(const SpritePhase& p, int step) -> int { return p.end_i >= p.start_i ? p.start_i + step : p.start_i - step; } } // namespace namespace Scenes { IntroSpritesScene::IntroSpritesScene(SurfaceHandle&& gfx) : gfx_(std::move(gfx)) {} void IntroSpritesScene::onEnter() { // El vell doIntroSprites feia `rand() % 3` al principi. El seed ve // establert per `srand(time(0))` al boot del joc (info.cpp / main), // així que la variant canvia entre execucions. variant_ = std::rand() % 3; phase_ = 0; phase_step_ = 0; step_acc_ms_ = 0; done_ = false; // Renderitzem ja el primer frame (step 0 de la primera fase) perquè // el Jd8::flip del mini-loop del fiber el pinte al primer cicle. const SpritePhase* phases = variantTable(variant_); phases[0].render(gfx_.get(), phaseCurrentI(phases[0], 0)); } void IntroSpritesScene::tick(int delta_ms) { if (done_) { return; } const SpritePhase* phases = variantTable(variant_); const int NUM_PHASES = variantLength(variant_); // Skip per tecla. Durant la fase marcada com a no skippable (només // v0Final al vell codi) s'ignora — preserva la semàntica del vell // bucle final de la variant 0 que no cridava wait_frame_or_skip. if (phases[phase_].skippable && Ji::anyKey()) { done_ = true; return; } step_acc_ms_ += delta_ms; while (step_acc_ms_ >= TICK_MS && !done_) { step_acc_ms_ -= TICK_MS; ++phase_step_; if (phase_step_ >= phaseStepCount(phases[phase_])) { ++phase_; phase_step_ = 0; if (phase_ >= NUM_PHASES) { done_ = true; return; } } } phases[phase_].render(gfx_.get(), phaseCurrentI(phases[phase_], phase_step_)); } } // namespace Scenes