Player: afegides animacions per al estat WAITING

Player: si tires a jugar desde el estat WAITING passes al ENTERING_SCREEN i despres sempre tens inmunitat, fins i tot la primera volta (al començar el joc)
falta: arregñar el z-order per al estat WAITING
This commit is contained in:
2025-07-25 20:54:00 +02:00
parent b165484e03
commit 03a7bbc6d1
17 changed files with 619 additions and 554 deletions

View File

@@ -17,20 +17,20 @@
#include "text.h" // Para Text, TEXT_CENTER, TEXT_COLOR
#include "texture.h" // Para Texture
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
// .at(SINGLETON) Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
Scoreboard *Scoreboard::instance = nullptr;
// [SINGLETON] Crearemos el objeto score_board con esta función estática
// .at(SINGLETON) Crearemos el objeto score_board con esta función estática
void Scoreboard::init() {
Scoreboard::instance = new Scoreboard();
}
// [SINGLETON] Destruiremos el objeto score_board con esta función estática
// .at(SINGLETON) Destruiremos el objeto score_board con esta función estática
void Scoreboard::destroy() {
delete Scoreboard::instance;
}
// [SINGLETON] Con este método obtenemos el objeto score_board y podemos trabajar con él
// .at(SINGLETON) Con este método obtenemos el objeto score_board y podemos trabajar con él
auto Scoreboard::get() -> Scoreboard * {
return Scoreboard::instance;
}
@@ -42,18 +42,18 @@ Scoreboard::Scoreboard()
power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
text_scoreboard_(Resource::get()->getText("8bithud")) {
// Inicializa variables
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) {
name_[i].clear();
record_name_[i].clear();
selector_pos_[i] = 0;
score_[i] = 0;
mult_[i] = 0;
continue_counter_[i] = 0;
for (size_t i = 0; i < static_cast<size_t>(Id::SIZE); ++i) {
name_.at(i).clear();
record_name_.at(i).clear();
selector_pos_.at(i) = 0;
score_.at(i) = 0;
mult_.at(i) = 0;
continue_counter_.at(i) = 0;
}
panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
panel_.at(static_cast<size_t>(Id::LEFT)).mode = Mode::SCORE;
panel_.at(static_cast<size_t>(Id::RIGHT)).mode = Mode::SCORE;
panel_.at(static_cast<size_t>(Id::CENTER)).mode = Mode::STAGE_INFO;
// Recalcula las anclas de los elementos
recalculateAnchors();
@@ -147,9 +147,9 @@ void Scoreboard::fillPanelTextures() {
auto *temp = SDL_GetRenderTarget(renderer_);
// Genera el contenido de cada panel_
for (size_t i = 0; i < SCOREBOARD_MAX_PANELS; ++i) {
for (size_t i = 0; i < static_cast<int>(Id::SIZE); ++i) {
// Cambia el destino del renderizador
SDL_SetRenderTarget(renderer_, panel_texture_[i]);
SDL_SetRenderTarget(renderer_, panel_texture_.at(i));
// Dibuja el fondo de la textura
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
@@ -163,32 +163,32 @@ void Scoreboard::fillPanelTextures() {
}
void Scoreboard::renderPanelContent(size_t panel_index) {
switch (panel_[panel_index].mode) {
case ScoreboardMode::SCORE:
switch (panel_.at(panel_index).mode) {
case Mode::SCORE:
renderScoreMode(panel_index);
break;
case ScoreboardMode::DEMO:
case Mode::DEMO:
renderDemoMode();
break;
case ScoreboardMode::WAITING:
case Mode::WAITING:
renderWaitingMode();
break;
case ScoreboardMode::GAME_OVER:
case Mode::GAME_OVER:
renderGameOverMode();
break;
case ScoreboardMode::STAGE_INFO:
case Mode::STAGE_INFO:
renderStageInfoMode();
break;
case ScoreboardMode::CONTINUE:
case Mode::CONTINUE:
renderContinueMode(panel_index);
break;
case ScoreboardMode::ENTER_NAME:
case Mode::ENTER_NAME:
renderEnterNameMode(panel_index);
break;
case ScoreboardMode::SHOW_NAME:
case Mode::SHOW_NAME:
renderShowNameMode(panel_index);
break;
case ScoreboardMode::GAME_COMPLETED:
case Mode::GAME_COMPLETED:
renderGameCompletedMode(panel_index);
break;
default:
@@ -198,12 +198,12 @@ void Scoreboard::renderPanelContent(size_t panel_index) {
void Scoreboard::renderScoreMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_1_.x, slot4_1_.y, name_[panel_index], 1, text_color1_);
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// MULT
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[panel_index]).substr(0, 3), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_COLOR | TEXT_CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_.at(panel_index)).substr(0, 3), 1, text_color2_);
}
void Scoreboard::renderDemoMode() {
@@ -257,18 +257,18 @@ void Scoreboard::renderStageInfoMode() {
void Scoreboard::renderContinueMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panel_index], 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// CONTINUE
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_.at(panel_index)), 1, text_color2_);
}
void Scoreboard::renderEnterNameMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panel_index], 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// ENTER NAME
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
@@ -282,18 +282,18 @@ void Scoreboard::renderNameInputField(size_t panel_index) {
// Recorre todos los slots de letras del nombre
for (size_t j = 0; j < NAME_SIZE; ++j) {
// Selecciona el color
const Color COLOR = j < selector_pos_[panel_index] ? text_color2_ : text_color1_;
const Color COLOR = j < selector_pos_.at(panel_index) ? text_color2_ : text_color1_;
if (j != selector_pos_[panel_index] || time_counter_ % 3 == 0) {
if (j != selector_pos_.at(panel_index) || time_counter_ % 3 == 0) {
// Dibuja la linea
if (j >= selector_pos_[panel_index]) {
if (j >= selector_pos_.at(panel_index)) {
SDL_SetRenderDrawColor(renderer_, COLOR.r, COLOR.g, COLOR.b, 255);
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
}
// Dibuja la letra
if (j < record_name_[panel_index].size()) {
text_scoreboard_->writeColored(rect.x, rect.y, record_name_[panel_index].substr(j, 1), COLOR);
if (j < record_name_.at(panel_index).size()) {
text_scoreboard_->writeColored(rect.x, rect.y, record_name_.at(panel_index).substr(j, 1), COLOR);
}
}
rect.x += 7;
@@ -302,17 +302,17 @@ void Scoreboard::renderNameInputField(size_t panel_index) {
void Scoreboard::renderShowNameMode(size_t panel_index) {
// SCORE
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_[panel_index], 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// NAME
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
/* TEXTO CENTRADO */
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[panel_index], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
/* TEXTO A LA IZQUIERDA */
// text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[panelIndex], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
// text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_.at(panelIndex), getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
}
void Scoreboard::renderGameCompletedMode(size_t panel_index) {
@@ -322,7 +322,7 @@ void Scoreboard::renderGameCompletedMode(size_t panel_index) {
// SCORE
if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[panel_index]), 1, text_color2_);
text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_.at(panel_index)), 1, text_color2_);
}
}
@@ -340,8 +340,8 @@ void Scoreboard::fillBackgroundTexture() {
SDL_RenderClear(renderer_);
// Copia las texturas de los paneles
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) {
SDL_RenderTexture(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
for (int i = 0; i < static_cast<int>(Id::SIZE); ++i) {
SDL_RenderTexture(renderer_, panel_texture_.at(i), nullptr, &panel_.at(i).pos);
}
// Dibuja la linea que separa la zona de juego del marcador
@@ -354,12 +354,12 @@ void Scoreboard::fillBackgroundTexture() {
// Recalcula las anclas de los elementos
void Scoreboard::recalculateAnchors() {
// Recalcula la posición y el tamaño de los paneles
const float PANEL_WIDTH = rect_.w / (float)SCOREBOARD_MAX_PANELS;
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) {
panel_[i].pos.x = roundf(PANEL_WIDTH * i);
panel_[i].pos.y = 0;
panel_[i].pos.w = roundf(PANEL_WIDTH * (i + 1)) - panel_[i].pos.x;
panel_[i].pos.h = rect_.h;
const float PANEL_WIDTH = rect_.w / (float)static_cast<int>(Id::SIZE);
for (int i = 0; i < static_cast<int>(Id::SIZE); ++i) {
panel_.at(i).pos.x = roundf(PANEL_WIDTH * i);
panel_.at(i).pos.y = 0;
panel_.at(i).pos.w = roundf(PANEL_WIDTH * (i + 1)) - panel_.at(i).pos.x;
panel_.at(i).pos.h = rect_.h;
}
// Constantes para definir las zonas del panel_: 4 filas y 1 columna