#include "credits.h" #include // Para SDL_BLENDMODE_BLEND #include // Para SDL_PollEvent, SDL_Event, SDL_QUIT #include // Para SDL_PIXELFORMAT_RGBA8888 #include // Para SDL_Rect #include // Para SDL_GetTicks #include // Para basic_string, string #include // Para vector #include "balloon_manager.h" // Para BalloonManager #include "global_inputs.h" // Para check #include "input.h" // Para Input #include "jail_audio.h" // Para JA_PlayMusic, JA_StopMusic #include "param.h" // Para Param, ParamGame, param #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "section.h" // Para Name, name, Options, options #include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW #include "tiled_bg.h" // Para TiledBG, TiledBGMode #include "utils.h" // Para Color, no_color, shdw_txt_color, Zone #include "player.h" // Textos constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner"; // Constructor Credits::Credits() : balloon_manager_(std::make_unique()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), tiled_bg_(std::make_unique(param.game.game_area.rect, TiledBGMode::DIAGONAL)) { section::name = section::Name::CREDITS; top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_}; bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_}; balloon_manager_->setPlayArea(play_area_); initPlayers(); SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND); fillTextTexture(); JA_PlayMusic(Resource::get()->getMusic("credits.ogg")); } // Destructor Credits::~Credits() { SDL_DestroyTexture(text_texture_); } // Bucle principal void Credits::run() { while (section::name == section::Name::CREDITS) { checkInput(); update(); checkEvents(); // Tiene que ir antes del render render(); } } // Actualiza las variables void Credits::update() { constexpr int TICKS_SPEED = 15; if (SDL_GetTicks() - ticks_ > TICKS_SPEED) { ticks_ = SDL_GetTicks(); tiled_bg_->update(); balloon_manager_->update(); updateTextureDstRects(); throwBalloons(); for (auto &player : players_) { player->update(); } updateFinalFade(); Screen::get()->update(); ++counter_; } } // Dibuja Credits::en patalla void Credits::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clean(); // Dibuja el fondo, los globos y los jugadores tiled_bg_->render(); balloon_manager_->render(); for (auto const &player : players_) { player->render(); } // Dibuja los titulos de credito SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_); SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_); // Dibuja los rectangulos negros SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255); SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_); SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_); // Vuelca el contenido del renderizador en pantalla Screen::get()->blit(); } // Comprueba el manejador de eventos void Credits::checkEvents() { SDL_Event event; // Comprueba los eventos que hay en la cola while (SDL_PollEvent(&event)) { // Evento de salida de la aplicación if (event.type == SDL_QUIT) { section::name = section::Name::QUIT; section::options = section::Options::QUIT_FROM_EVENT; break; } } } // Comprueba las entradas void Credits::checkInput() { // Comprueba si se ha pulsado cualquier botón (de los usados para jugar) if (Input::get()->checkAnyButtonPressed()) { // JA_StopMusic(); // section::name = section::Name::LOGO; // return; fading = true; } // Comprueba los inputs que se pueden introducir en cualquier sección del juego globalInputs::check(); } // Crea la textura con el texto void Credits::fillTextTexture() { auto text = Resource::get()->getText("smb2"); SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); std::vector texts = { "PROGRAMACIO I DISSENY", "GRAFICS", "MUSICA", "SONS", "JAILDESIGNER", "JAILDOCTOR (INTRO)", "ERIC MATYAS (SOUNDIMAGE.ORG)", "WWW.THEMOTIONMONKEY.CO.UK", "WWW.KENNEY.NL", "JAILDOCTOR"}; const int space_post_title = 3 + text->getCharacterSize(); const int space_pre_title = text->getCharacterSize() * 4; const int texts_height = 1 * text->getCharacterSize() + 7 * space_post_title + 3 * space_pre_title; credits_rect_dst_.h = credits_rect_src_.h = texts_height; int y = (param.game.height - texts_height) / 2; y = 0; text->setPalette(1); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(0), 1, no_color, 1, shdw_txt_color); text->setPalette(0); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color); y += space_pre_title; text->setPalette(1); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(1), 1, no_color, 1, shdw_txt_color); text->setPalette(0); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color); y += space_pre_title; text->setPalette(1); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(2), 1, no_color, 1, shdw_txt_color); text->setPalette(0); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(5), 1, no_color, 1, shdw_txt_color); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(6), 1, no_color, 1, shdw_txt_color); y += space_pre_title; text->setPalette(1); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(3), 1, no_color, 1, shdw_txt_color); text->setPalette(0); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(7), 1, no_color, 1, shdw_txt_color); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(8), 1, no_color, 1, shdw_txt_color); y += space_post_title; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(9), 1, no_color, 1, shdw_txt_color); // Mini logo y += space_pre_title; mini_logo_rect_src_.y = y; auto mini_logo_sprite = std::make_unique(Resource::get()->getTexture("logo_jailgames_mini.png")); mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y); Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(shdw_txt_color.r, shdw_txt_color.g, shdw_txt_color.b); mini_logo_sprite->render(); mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y); Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255); mini_logo_sprite->render(); // Texto con el copyright y += mini_logo_sprite->getHeight() + 3; text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color); mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize(); SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr); credits_rect_dst_.y = param.game.game_area.rect.h; mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30; mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2; } // Actualiza el destino de los rectangulos de las texturas void Credits::updateTextureDstRects() { if (counter_ % 10 == 0) { --credits_rect_dst_.y; --mini_logo_rect_dst_.y; } mini_logo_rect_dst_.y = std::max(mini_logo_rect_dst_.y, mini_logo_final_pos_); } // Tira globos al escenario void Credits::throwBalloons() { constexpr int speed = 200; const std::vector sets = {0, 63, 25, 67, 17, 75, 13, 50}; if (counter_ > ((sets.size() - 1) * speed) * 3) return; if (counter_ % speed == 0) { const int index = (counter_ / speed) % sets.size(); balloon_manager_->deploySet(sets.at(index), -50); } if (counter_ % (speed * 4) == 0 && counter_ > 0) { balloon_manager_->createPowerBall(); } } // Inicializa los jugadores void Credits::initPlayers() { std::vector>> player_textures; // Vector con todas las texturas de los jugadores; std::vector> player_animations; // Vector con las animaciones del jugador // Texturas - Player1 { std::vector> player_texture; player_texture.emplace_back(Resource::get()->getTexture("player1.gif")); player_texture.emplace_back(Resource::get()->getTexture("player1_power.png")); player_textures.push_back(player_texture); } // Texturas - Player2 { std::vector> player_texture; player_texture.emplace_back(Resource::get()->getTexture("player2.gif")); player_texture.emplace_back(Resource::get()->getTexture("player2_power.png")); player_textures.push_back(player_texture); } // Animaciones -- Jugador { player_animations.emplace_back(Resource::get()->getAnimation("player.ani")); player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani")); } // Crea los dos jugadores constexpr int player_width = 30; const int y = play_area_.h - player_width; constexpr bool demo = false; constexpr int away_distance = 700; players_.emplace_back(std::make_unique(1, play_area_.x - away_distance - player_width, y, demo, play_area_, player_textures.at(0), player_animations)); players_.back()->setWalkingState(PlayerState::WALKING_RIGHT); players_.back()->setPlayingState(PlayerState::CREDITS); players_.back()->setInvulnerable(false); players_.emplace_back(std::make_unique(2, play_area_.x + play_area_.w + away_distance, y, demo, play_area_, player_textures.at(1), player_animations)); players_.back()->setWalkingState(PlayerState::WALKING_LEFT); players_.back()->setPlayingState(PlayerState::CREDITS); players_.back()->setInvulnerable(false); } // Actualiza los rectangulos negros void Credits::updateBlackRects() { if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) { // Si los rectangulos superior e inferior no han llegado al centro if (counter_ % 4 == 0) { // Incrementa la altura del rectangulo superior top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1); // Incrementa la altura y modifica la posición del rectangulo inferior ++bottom_black_rect_.h; bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1); } } else { // Si los rectangulos superior e inferior han llegado al centro { // Incrementa la anchura del rectangulo situado a la izquierda left_black_rect_.w = std::min(left_black_rect_.w + 4, param.game.game_area.center_x); // Incrementa la anchura y modifica la posición del rectangulo situado a la derecha right_black_rect_.w += 4; right_black_rect_.x = std::max(right_black_rect_.x - 4, param.game.game_area.center_x); } } } // Actualiza el estado de fade void Credits::updateFinalFade() { if (fading) { updateBlackRects(); } }