#include "instructions.h" #include const Uint8 SELF = 0; // Constructor Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang) { // Copia los punteros this->renderer = renderer; this->screen = screen; this->asset = asset; this->lang = lang; // Reserva memoria para los punteros Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png")); itemTextures.push_back(item1); Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png")); itemTextures.push_back(item2); Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png")); itemTextures.push_back(item3); Texture *item4 = new Texture(renderer, asset->get("item_clock.png")); itemTextures.push_back(item4); Texture *item5 = new Texture(renderer, asset->get("item_coffee.png")); itemTextures.push_back(item5); Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png")); itemTextures.push_back(item6); eventHandler = new SDL_Event(); sprite = new Sprite(0, 0, 16, 16, itemTextures.at(0), renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); // Crea un backbuffer para el renderizador backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (backbuffer == nullptr) { std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } // Inicializa variables section.name = SELF; ticks = 0; ticksSpeed = 15; manualQuit = false; counter = 0; counterEnd = 600; } // Destructor Instructions::~Instructions() { for (auto texture : itemTextures) { texture->unload(); delete texture; } itemTextures.clear(); delete sprite; delete eventHandler; delete text; SDL_DestroyTexture(backbuffer); } // Actualiza las variables void Instructions::update() { // Comprueba los eventos checkEventHandler(); // Actualiza las variables if (SDL_GetTicks() - ticks > ticksSpeed) { // Actualiza el contador de ticks ticks = SDL_GetTicks(); if (mode == m_auto) { // Modo automático counter++; if (counter == counterEnd) { section.name = PROG_SECTION_TITLE; section.subsection = TITLE_SECTION_1; } } else { // Modo manual ++counter %= 60000; if (manualQuit) { section.name = PROG_SECTION_TITLE; section.subsection = TITLE_SECTION_3; } } } } // Pinta en pantalla void Instructions::render() { // Pinta en pantalla SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT}; SDL_Rect srcRect = {0, 0, 16, 16}; const color_t orangeColor = {0xFF, 0x7A, 0x00}; const SDL_Rect destRect1 = {60, 88 + (16 * 0), 16, 16}; // Disquito const SDL_Rect destRect2 = {60, 88 + (16 * 1), 16, 16}; // Gavineixon const SDL_Rect destRect3 = {60, 88 + (16 * 2), 16, 16}; // Pacmar const SDL_Rect destRect4 = {60, 88 + (16 * 3), 16, 16}; // Time Stopper const SDL_Rect destRect5 = {60, 88 + (16 * 4), 16, 16}; // Coffee // Pinta en el backbuffer el texto y los sprites SDL_SetRenderTarget(renderer, backbuffer); SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255); SDL_RenderClear(renderer); // Escribe el texto text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor); text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor); text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor); text->writeShadowed(84, 124, lang->getText(19), shdwTxtColor); text->writeShadowed(84, 140, lang->getText(20), shdwTxtColor); text->writeShadowed(84, 156, lang->getText(21), shdwTxtColor); if ((mode == m_manual) && (counter % 50 > 14)) { text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor); } // Disquito sprite->setTexture(itemTextures.at(0)); sprite->setPos(destRect1); srcRect.y = 16 * (((counter + 12) / 36) % 2); sprite->setSpriteClip(srcRect); sprite->render(); // Gavineixon sprite->setTexture(itemTextures.at(1)); sprite->setPos(destRect2); srcRect.y = 16 * (((counter + 9) / 36) % 2); sprite->setSpriteClip(srcRect); sprite->render(); // Pacmar sprite->setTexture(itemTextures.at(2)); sprite->setPos(destRect3); srcRect.y = 16 * (((counter + 6) / 36) % 2); sprite->setSpriteClip(srcRect); sprite->render(); // Time Stopper sprite->setTexture(itemTextures.at(3)); sprite->setPos(destRect4); srcRect.y = 16 * (((counter + 3) / 36) % 2); sprite->setSpriteClip(srcRect); sprite->render(); // Coffee sprite->setTexture(itemTextures.at(4)); sprite->setPos(destRect5); srcRect.y = 16 * (((counter + 0) / 36) % 2); sprite->setSpriteClip(srcRect); sprite->render(); // Cambia el destino de renderizado SDL_SetRenderTarget(renderer, nullptr); // Prepara para empezar a dibujar en la textura de juego screen->start(); // Limpia la pantalla screen->clean(bgColor); // Establece la ventana del backbuffer if (mode == m_auto) { window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100); } else { window.y = 0; } // Copia el backbuffer al renderizador SDL_RenderCopy(renderer, backbuffer, nullptr, &window); // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Comprueba los eventos void Instructions::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 = PROG_SECTION_QUIT; break; } if ((eventHandler->type == SDL_KEYUP) || (eventHandler->type == SDL_JOYBUTTONUP)) { if (mode == m_auto) { JA_StopMusic(); section.name = PROG_SECTION_TITLE; section.subsection = TITLE_SECTION_1; } else { if (counter > 30) { manualQuit = true; } } } } } // Bucle para la pantalla de instrucciones section_t Instructions::run(mode_e mode) { this->mode = mode; while (section.name == SELF) { update(); render(); } return section; }