Añadido cambio de color en las nubes

This commit is contained in:
2024-08-30 13:12:04 +02:00
parent 1d847eae9f
commit 4f6c92c8d1
7 changed files with 189 additions and 125 deletions

View File

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