Añadido cambio de color en las nubes
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@@ -1,11 +1,10 @@
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#include "background.h"
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// Constructor
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Background::Background(SDL_Renderer *renderer, Screen *screen, Asset *asset, param_t *param)
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Background::Background(SDL_Renderer *renderer, Asset *asset, param_t *param)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->param = param;
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@@ -22,38 +21,46 @@ Background::Background(SDL_Renderer *renderer, Screen *screen, Asset *asset, par
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color = {param->backgroundAttenuateColor.r, param->backgroundAttenuateColor.g, param->backgroundAttenuateColor.b};
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alphaColorText = alphaColorTextTemp = param->backgroundAttenuateAlpha;
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// Carga las texturas
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buildingsTexture = new Texture(renderer, asset->get("game_buildings.png"));
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topCloudsTexture = new Texture(renderer, asset->get("game_clouds1.png"));
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bottomCloudsTexture = new Texture(renderer, asset->get("game_clouds2.png"));
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grassTexture = new Texture(renderer, asset->get("game_grass.png"));
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gradientsTexture = new Texture(renderer, asset->get("game_sky_colors.png"));
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gradientRect[0] = {0, 0, rect.w, rect.h};
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gradientRect[1] = {rect.w, 0, rect.w, rect.h};
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gradientRect[2] = {0, rect.h, rect.w, rect.h};
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gradientRect[3] = {rect.w, rect.h, rect.w, rect.h};
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// Carga las texturas
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buildingsTexture = new Texture(renderer, asset->get("game_buildings.png"));
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clouds1Texture = new Texture(renderer, asset->get("game_clouds1.png"));
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clouds2Texture = new Texture(renderer, asset->get("game_clouds2.png"));
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grassTexture = new Texture(renderer, asset->get("game_grass.png"));
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gradientsTexture = new Texture(renderer, asset->get("game_sky_colors.png"));
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const int topCloudsTextureHeight = topCloudsTexture->getHeight() / 4;
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const int bottomCloudsTextureHeight = bottomCloudsTexture->getHeight() / 4;
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for (int i = 0; i < 4; ++i)
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{
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topCloudsRect[i] = {0, i * topCloudsTextureHeight, topCloudsTexture->getWidth(), topCloudsTextureHeight};
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bottomCloudsRect[i] = {0, i * bottomCloudsTextureHeight, bottomCloudsTexture->getWidth(), bottomCloudsTextureHeight};
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}
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// Crea los sprites
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const int clouds1y = base - 165;
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const int clouds2y = base - 101;
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const float clouds1speed = 0.1f;
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const float clouds2speed = 0.05f;
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clouds1A = new MovingSprite(0, clouds1y, rect.w, clouds1Texture->getHeight(), -clouds1speed, 0.0f, 0.0f, 0.0f, clouds1Texture);
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clouds1B = new MovingSprite(rect.w, clouds1y, rect.w, clouds1Texture->getHeight(), -clouds1speed, 0.0f, 0.0f, 0.0f, clouds1Texture);
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topCloudsSprite_A = new MovingSprite(0, clouds1y, rect.w, topCloudsTexture->getHeight(), -clouds1speed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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topCloudsSprite_B = new MovingSprite(rect.w, clouds1y, rect.w, topCloudsTexture->getHeight(), -clouds1speed, 0.0f, 0.0f, 0.0f, topCloudsTexture);
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clouds2A = new MovingSprite(0, clouds2y, rect.w, clouds2Texture->getHeight(), -clouds2speed, 0.0f, 0.0f, 0.0f, clouds2Texture);
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clouds2B = new MovingSprite(rect.w, clouds2y, rect.w, clouds2Texture->getHeight(), -clouds2speed, 0.0f, 0.0f, 0.0f, clouds2Texture);
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bottomCloudsSprite_A = new MovingSprite(0, clouds2y, rect.w, bottomCloudsTexture->getHeight(), -clouds2speed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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bottomCloudsSprite_B = new MovingSprite(rect.w, clouds2y, rect.w, bottomCloudsTexture->getHeight(), -clouds2speed, 0.0f, 0.0f, 0.0f, bottomCloudsTexture);
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buildingsSprite = new Sprite(0, 0, buildingsTexture->getWidth(), buildingsTexture->getHeight(), buildingsTexture);
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gradientSprite = new Sprite(0, 0, rect.w, rect.h, gradientsTexture);
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grassSprite = new Sprite(0, 0, grassTexture->getWidth(), grassTexture->getHeight() / 2, grassTexture);
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// Inicializa objetos
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clouds1A->setSpriteClip(0, 0, clouds1Texture->getWidth(), clouds1Texture->getHeight());
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clouds1B->setSpriteClip(0, 0, clouds1Texture->getWidth(), clouds1Texture->getHeight());
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clouds2A->setSpriteClip(0, 0, clouds2Texture->getWidth(), clouds2Texture->getHeight());
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clouds2B->setSpriteClip(0, 0, clouds2Texture->getWidth(), clouds2Texture->getHeight());
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topCloudsSprite_A->setSpriteClip(0, 0, topCloudsTexture->getWidth(), topCloudsTexture->getHeight());
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topCloudsSprite_B->setSpriteClip(0, 0, topCloudsTexture->getWidth(), topCloudsTexture->getHeight());
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bottomCloudsSprite_A->setSpriteClip(0, 0, bottomCloudsTexture->getWidth(), bottomCloudsTexture->getHeight());
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bottomCloudsSprite_B->setSpriteClip(0, 0, bottomCloudsTexture->getWidth(), bottomCloudsTexture->getHeight());
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buildingsSprite->setPosY(base - buildingsSprite->getHeight());
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grassSprite->setPosY(base - grassSprite->getHeight());
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@@ -72,15 +79,15 @@ Background::Background(SDL_Renderer *renderer, Screen *screen, Asset *asset, par
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Background::~Background()
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{
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delete buildingsTexture;
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delete clouds1Texture;
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delete clouds2Texture;
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delete topCloudsTexture;
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delete bottomCloudsTexture;
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delete grassTexture;
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delete gradientsTexture;
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delete clouds1A;
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delete clouds1B;
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delete clouds2A;
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delete clouds2B;
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delete topCloudsSprite_A;
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delete topCloudsSprite_B;
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delete bottomCloudsSprite_A;
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delete bottomCloudsSprite_B;
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delete buildingsSprite;
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delete gradientSprite;
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delete grassSprite;
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@@ -95,7 +102,7 @@ void Background::update()
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updateAlphaColorText();
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// Actualiza las nubes
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updateCLouds();
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updateClouds();
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// Calcula el frame de la hierba
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grassSprite->setSpriteClip(0, (10 * (counter / 20 % 2)), 320, 10);
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@@ -109,6 +116,56 @@ void Background::update()
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fillCanvas();
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}
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// Dibuja el gradiente de fondo
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void Background::renderGradient()
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{
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// Dibuja el gradiente 2
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gradientsTexture->setAlpha(255);
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gradientSprite->setSpriteClip(gradientRect[(gradientNumber + 1) % 4]);
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gradientSprite->render();
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// Dibuja el gradiente 1 con una opacidad cada vez menor
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gradientsTexture->setAlpha(alpha);
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gradientSprite->setSpriteClip(gradientRect[gradientNumber]);
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gradientSprite->render();
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}
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// Dibuja las nubes de arriba
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void Background::renderTopClouds()
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{
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// Dibuja el primer conjunto de nubes
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topCloudsTexture->setAlpha(255);
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topCloudsSprite_A->setSpriteClip(topCloudsRect[(gradientNumber + 1) % 4]);
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topCloudsSprite_A->render();
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topCloudsSprite_B->setSpriteClip(topCloudsRect[(gradientNumber + 1) % 4]);
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topCloudsSprite_B->render();
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// Dibuja el segundo conjunto de nubes
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topCloudsTexture->setAlpha(alpha);
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topCloudsSprite_A->setSpriteClip(topCloudsRect[gradientNumber]);
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topCloudsSprite_A->render();
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topCloudsSprite_B->setSpriteClip(topCloudsRect[gradientNumber]);
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topCloudsSprite_B->render();
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}
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// Dibuja las nubes de abajo
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void Background::renderBottomClouds()
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{
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// Dibuja el primer conjunto de nubes
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bottomCloudsTexture->setAlpha(255);
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bottomCloudsSprite_A->setSpriteClip(bottomCloudsRect[(gradientNumber + 1) % 4]);
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bottomCloudsSprite_A->render();
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bottomCloudsSprite_B->setSpriteClip(bottomCloudsRect[(gradientNumber + 1) % 4]);
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bottomCloudsSprite_B->render();
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// Dibuja el segundo conjunto de nubes
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bottomCloudsTexture->setAlpha(alpha);
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bottomCloudsSprite_A->setSpriteClip(bottomCloudsRect[gradientNumber]);
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bottomCloudsSprite_A->render();
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bottomCloudsSprite_B->setSpriteClip(bottomCloudsRect[gradientNumber]);
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bottomCloudsSprite_B->render();
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}
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// Compone todos los elementos del fondo en la textura
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void Background::fillCanvas()
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{
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@@ -116,21 +173,14 @@ void Background::fillCanvas()
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, canvas);
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// Dibuja el gradiente 2
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gradientSprite->setSpriteClip(gradientRect[(gradientNumber + 1) % 4]);
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gradientsTexture->setAlpha(255);
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gradientSprite->render();
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// Dibuja el gradiente de fondo
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renderGradient();
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// Dibuja el gradiente 1 con una opacidad cada vez menor
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gradientSprite->setSpriteClip(gradientRect[gradientNumber]);
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gradientsTexture->setAlpha(alpha);
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gradientSprite->render();
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// Dibuja las nubes de arriba
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renderTopClouds();
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// Dibuja las nubes
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clouds1A->render();
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clouds1B->render();
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clouds2A->render();
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clouds2B->render();
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// Dibuja las nubes de abajo
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renderBottomClouds();
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// Dibuja los edificios
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buildingsSprite->render();
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@@ -156,8 +206,8 @@ void Background::render()
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void Background::reloadTextures()
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{
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buildingsTexture->reLoad();
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clouds1Texture->reLoad();
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clouds2Texture->reLoad();
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topCloudsTexture->reLoad();
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bottomCloudsTexture->reLoad();
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grassTexture->reLoad();
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gradientsTexture->reLoad();
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}
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@@ -248,38 +298,38 @@ void Background::updateAlphaColorText()
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}
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// Actualiza las nubes
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void Background::updateCLouds()
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void Background::updateClouds()
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{
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// Aplica la velocidad calculada a las nubes
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clouds1A->setVelX(cloudsSpeed);
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clouds1B->setVelX(cloudsSpeed);
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clouds2A->setVelX(cloudsSpeed / 2);
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clouds2B->setVelX(cloudsSpeed / 2);
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topCloudsSprite_A->setVelX(cloudsSpeed);
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topCloudsSprite_B->setVelX(cloudsSpeed);
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bottomCloudsSprite_A->setVelX(cloudsSpeed / 2);
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bottomCloudsSprite_B->setVelX(cloudsSpeed / 2);
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// Mueve las nubes
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clouds1A->move();
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clouds1B->move();
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clouds2A->move();
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clouds2B->move();
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topCloudsSprite_A->move();
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topCloudsSprite_B->move();
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bottomCloudsSprite_A->move();
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bottomCloudsSprite_B->move();
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// Calcula el offset de las nubes
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if (clouds1A->getPosX() < -clouds1A->getWidth())
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if (topCloudsSprite_A->getPosX() < -topCloudsSprite_A->getWidth())
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{
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clouds1A->setPosX(clouds1A->getWidth());
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topCloudsSprite_A->setPosX(topCloudsSprite_A->getWidth());
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}
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if (clouds1B->getPosX() < -clouds1B->getWidth())
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if (topCloudsSprite_B->getPosX() < -topCloudsSprite_B->getWidth())
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{
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clouds1B->setPosX(clouds1B->getWidth());
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topCloudsSprite_B->setPosX(topCloudsSprite_B->getWidth());
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}
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if (clouds2A->getPosX() < -clouds2A->getWidth())
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if (bottomCloudsSprite_A->getPosX() < -bottomCloudsSprite_A->getWidth())
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{
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clouds2A->setPosX(clouds2A->getWidth());
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bottomCloudsSprite_A->setPosX(bottomCloudsSprite_A->getWidth());
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}
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if (clouds2B->getPosX() < -clouds2B->getWidth())
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if (bottomCloudsSprite_B->getPosX() < -bottomCloudsSprite_B->getWidth())
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{
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clouds2B->setPosX(clouds2B->getWidth());
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bottomCloudsSprite_B->setPosX(bottomCloudsSprite_B->getWidth());
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}
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}
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