Files
aee/source/scenes/banner_scene.cpp

72 lines
1.9 KiB
C++

#include "scenes/banner_scene.hpp"
#include <cstdlib>
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jinput.hpp"
#include "game/info.hpp"
#include "scenes/scene_utils.hpp"
namespace scenes {
void BannerScene::onEnter() {
playMusic("00000004.ogg");
gfx_ = SurfaceHandle("ffase.gif");
JD8_ClearScreen(0);
// Títols superior i inferior del banner (compartits per tots els nivells)
JD8_Blit(81, 24, gfx_, 81, 155, 168, 21);
JD8_Blit(39, 150, gfx_, 39, 175, 248, 20);
// Número de piràmide: les 4 variants del vell `doBanner` es reduïxen
// a coordenades (sx,sy) calculades a partir de l'índex 0..3.
const int idx = info::ctx.num_piramide - 2; // 2..5 → 0..3
if (idx >= 0 && idx <= 3) {
const int sx = (idx % 2) * 160;
const int sy = (idx / 2) * 75;
JD8_Blit(82, 60, gfx_, sx, sy, 160, 75);
}
// PaletteFade copia internament amb memcpy; alliberem la paleta temporal.
JD8_Palette pal = JD8_LoadPalette("ffase.gif");
fade_.startFadeTo(pal);
std::free(pal);
phase_ = Phase::FadingIn;
remaining_ms_ = 5000;
}
void BannerScene::tick(int delta_ms) {
switch (phase_) {
case Phase::FadingIn:
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Showing;
break;
case Phase::Showing:
if (JI_AnyKey()) {
remaining_ms_ = 0;
} else {
remaining_ms_ -= delta_ms;
}
if (remaining_ms_ <= 0) {
JA_FadeOutMusic(250);
fade_.startFadeOut();
phase_ = Phase::FadingOut;
}
break;
case Phase::FadingOut:
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Done;
break;
case Phase::Done:
break;
}
}
} // namespace scenes