212 lines
6.9 KiB
C++
212 lines
6.9 KiB
C++
#include "scenes/intro_new_logo_scene.hpp"
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#include <cstring>
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#include "core/jail/jdraw8.hpp"
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#include "core/jail/jinput.hpp"
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#include "game/modulesequence.hpp"
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#include "scenes/scene_utils.hpp"
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namespace {
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// Coordenades mesurades del wordmark "Jailgames" dins logo/logo_new.gif.
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// Idèntiques a les del doIntroNewLogo vell — si canvies el logo, aquí i
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// al GIF són els únics llocs a tocar.
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constexpr int LOGO_SRC_X = 60;
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constexpr int LOGO_SRC_Y = 158;
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constexpr int LOGO_DST_Y = 78;
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constexpr int LOGO_HEIGHT = 28;
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constexpr int LETTER_WIDTHS[9] = {16, 39, 50, 69, 92, 115, 146, 169, 188};
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constexpr int CURSOR_X[9] = {77, 100, 111, 130, 153, 176, 207, 230, 249};
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constexpr int CURSOR_W = 12;
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constexpr int CURSOR_H = 3;
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constexpr int CURSOR_Y = LOGO_DST_Y + LOGO_HEIGHT - CURSOR_H; // y = 103
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constexpr Uint8 CURSOR_COLOR = 17; // mateix index verd que les lletres
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// Timings (ms) — idèntics als de doIntroNewLogo vell.
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constexpr int INITIAL_MS = 1000;
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constexpr int REVEAL_FRAME_MS = 150;
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constexpr int FULL_LOGO_MS = 200;
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constexpr int PALETTE_CYCLE_STEP_MS = 20;
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constexpr int FINAL_WAIT_MS = 20;
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constexpr int PALETTE_CYCLE_STEPS = 256;
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} // namespace
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namespace scenes {
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IntroNewLogoScene::IntroNewLogoScene() = default;
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IntroNewLogoScene::~IntroNewLogoScene() {
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// No alliberem `pal_`: JD8_SetScreenPalette n'ha pres ownership i
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// el proper SetScreenPalette / FadeToPal el lliurarà. Alliberar-lo
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// ací provocaria double free.
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}
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void IntroNewLogoScene::onEnter() {
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playMusic("00000003.ogg");
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gfx_ = SurfaceHandle("logo/logo_new.gif");
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pal_ = JD8_LoadPalette("logo/logo_new.gif");
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JD8_SetScreenPalette(pal_);
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// Surface auxiliar omplida amb el color del cursor — permet pintar
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// el "subratllat" amb un blit normal.
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cursor_surf_.adopt(JD8_NewSurface());
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std::memset(cursor_surf_.get(), CURSOR_COLOR, 64000);
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JD8_ClearScreen(0);
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phase_ = Phase::Initial;
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phase_acc_ms_ = 0;
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reveal_letter_ = 0;
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reveal_cursor_visible_ = true;
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palette_step_ = 0;
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}
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void IntroNewLogoScene::render() {
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switch (phase_) {
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case Phase::Initial:
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JD8_ClearScreen(0);
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break;
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case Phase::Revealing: {
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JD8_ClearScreen(0);
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JD8_Blit(LOGO_SRC_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y,
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LETTER_WIDTHS[reveal_letter_], LOGO_HEIGHT);
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if (reveal_cursor_visible_) {
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JD8_Blit(CURSOR_X[reveal_letter_], CURSOR_Y, cursor_surf_,
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0, 0, CURSOR_W, CURSOR_H);
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}
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break;
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}
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case Phase::FullLogoFlash:
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JD8_ClearScreen(0);
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JD8_Blit(LOGO_SRC_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y,
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LETTER_WIDTHS[8], LOGO_HEIGHT);
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JD8_Blit(CURSOR_X[8], CURSOR_Y, cursor_surf_, 0, 0, CURSOR_W, CURSOR_H);
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break;
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case Phase::PaletteCycle:
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case Phase::FinalWait:
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// Logo complet sense cursor — els pixels del cursor
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// ciclarien de color durant el cicle de paleta.
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JD8_ClearScreen(0);
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JD8_Blit(LOGO_SRC_X, LOGO_DST_Y, gfx_, LOGO_SRC_X, LOGO_SRC_Y,
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LETTER_WIDTHS[8], LOGO_HEIGHT);
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break;
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case Phase::Delegate:
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case Phase::Done:
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break;
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}
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}
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void IntroNewLogoScene::advancePaletteCycle() {
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// Replica exacta del ciclo de paleta del doIntroNewLogo vell sobre
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// els índexs 16..31 (grup del verd brillant del logo).
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for (int i = 16; i < 32; i++) {
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if (i == 17) {
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if (pal_[i].r < 255) pal_[i].r++;
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if (pal_[i].g < 255) pal_[i].g++;
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if (pal_[i].b < 255) pal_[i].b++;
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}
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if (pal_[i].b < pal_[i].g) pal_[i].b++;
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if (pal_[i].b > pal_[i].g) pal_[i].b--;
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if (pal_[i].r < pal_[i].g) pal_[i].r++;
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if (pal_[i].r > pal_[i].g) pal_[i].r--;
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}
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}
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void IntroNewLogoScene::tick(int delta_ms) {
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// Qualsevol tecla salta tota la intro del logo i va directament
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// a la delegació final — el mini-while del fiber no ha pintat
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// res encara, però doIntroSprites fa la seua pròpia intro.
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if (JI_AnyKey()) {
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phase_ = Phase::Delegate;
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}
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switch (phase_) {
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case Phase::Initial:
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phase_acc_ms_ += delta_ms;
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render();
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if (phase_acc_ms_ >= INITIAL_MS) {
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phase_ = Phase::Revealing;
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phase_acc_ms_ = 0;
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}
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break;
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case Phase::Revealing:
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phase_acc_ms_ += delta_ms;
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render();
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if (phase_acc_ms_ >= REVEAL_FRAME_MS) {
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phase_acc_ms_ = 0;
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reveal_cursor_visible_ = !reveal_cursor_visible_;
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// Quan acabem els dos frames d'una lletra (cursor on → off),
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// passem a la següent lletra.
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if (reveal_cursor_visible_) {
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++reveal_letter_;
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if (reveal_letter_ >= 9) {
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phase_ = Phase::FullLogoFlash;
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reveal_letter_ = 8;
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}
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}
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}
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break;
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case Phase::FullLogoFlash:
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phase_acc_ms_ += delta_ms;
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render();
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if (phase_acc_ms_ >= FULL_LOGO_MS) {
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phase_ = Phase::PaletteCycle;
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phase_acc_ms_ = 0;
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}
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break;
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case Phase::PaletteCycle:
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phase_acc_ms_ += delta_ms;
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// Avancem passos de paleta cada 20 ms. Si el delta és gran,
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// consumim múltiples passos en la mateixa crida.
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while (phase_acc_ms_ >= PALETTE_CYCLE_STEP_MS &&
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palette_step_ < PALETTE_CYCLE_STEPS) {
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phase_acc_ms_ -= PALETTE_CYCLE_STEP_MS;
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advancePaletteCycle();
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++palette_step_;
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}
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render();
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if (palette_step_ >= PALETTE_CYCLE_STEPS) {
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phase_ = Phase::FinalWait;
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phase_acc_ms_ = 0;
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}
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break;
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case Phase::FinalWait:
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phase_acc_ms_ += delta_ms;
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render();
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if (phase_acc_ms_ >= FINAL_WAIT_MS) {
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phase_ = Phase::Delegate;
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}
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break;
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case Phase::Delegate: {
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// Delegació temporal al codi legacy: crea un ModuleSequence
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// instància i li crida `doIntroSprites(gfx)`. La funció
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// legacy fa els seus propis `JD8_Flip()` (que cedeixen al
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// Director via GameFiber::yield) i torna quan la cinemàtica
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// de sprites ha acabat. Step 9 d'aquesta migració la
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// reescriurà com a scenes::IntroSpritesScene i aquesta
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// delegació desapareixerà.
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ModuleSequence legacy;
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legacy.doIntroSprites(gfx_.get());
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phase_ = Phase::Done;
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break;
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}
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case Phase::Done:
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break;
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}
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}
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} // namespace scenes
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