magic numbers: logo.cpp
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@@ -28,38 +28,38 @@ Logo::Logo()
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dest_.y = param.game.game_area.center_y - jail_texture_->getHeight() / 2;
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since_sprite_->setPosition(SDL_FRect{
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static_cast<float>((param.game.width - since_texture_->getWidth()) / 2),
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static_cast<float>(83 + jail_texture_->getHeight() + 5),
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static_cast<float>(SINCE_SPRITE_Y_OFFSET + jail_texture_->getHeight() + LOGO_SPACING),
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static_cast<float>(since_texture_->getWidth()),
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static_cast<float>(since_texture_->getHeight())});
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since_sprite_->setY(dest_.y + jail_texture_->getHeight() + 5);
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since_sprite_->setY(dest_.y + jail_texture_->getHeight() + LOGO_SPACING);
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since_sprite_->setSpriteClip(0, 0, since_texture_->getWidth(), since_texture_->getHeight());
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since_texture_->setColor(0x00, 0x00, 0x00);
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since_texture_->setColor(SPECTRUM_BLACK.r, SPECTRUM_BLACK.g, SPECTRUM_BLACK.b);
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// Crea los sprites de cada linea
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for (int i = 0; i < jail_texture_->getHeight(); ++i) {
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auto temp = std::make_unique<Sprite>(jail_texture_, 0, i, jail_texture_->getWidth(), 1);
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temp->setSpriteClip(0, i, jail_texture_->getWidth(), 1);
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const int POS_X = (i % 2 == 0) ? param.game.width + (i * 3) : -jail_texture_->getWidth() - (i * 3);
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auto temp = std::make_unique<Sprite>(jail_texture_, 0, i, jail_texture_->getWidth(), SPRITE_LINE_HEIGHT);
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temp->setSpriteClip(0, i, jail_texture_->getWidth(), SPRITE_LINE_HEIGHT);
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const int POS_X = (i % 2 == 0) ? param.game.width + (i * LINE_OFFSET_FACTOR) : -jail_texture_->getWidth() - (i * LINE_OFFSET_FACTOR);
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temp->setX(POS_X);
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temp->setY(dest_.y + i);
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jail_sprite_.push_back(std::move(temp));
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}
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// Inicializa el vector de colores
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color_.emplace_back(0x00, 0x00, 0x00); // Black
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color_.emplace_back(0x00, 0x00, 0xd8); // Blue
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color_.emplace_back(0xd8, 0x00, 0x00); // Red
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color_.emplace_back(0xd8, 0x00, 0xd8); // Magenta
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color_.emplace_back(0x00, 0xd8, 0x00); // Green
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color_.emplace_back(0x00, 0xd8, 0xd8); // Cyan
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color_.emplace_back(0xd8, 0xd8, 0x00); // Yellow
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color_.emplace_back(0xFF, 0xFF, 0xFF); // Bright white
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// Inicializa el vector de colores con la paleta ZX Spectrum
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color_.emplace_back(SPECTRUM_BLACK);
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color_.emplace_back(SPECTRUM_BLUE);
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color_.emplace_back(SPECTRUM_RED);
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color_.emplace_back(SPECTRUM_MAGENTA);
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color_.emplace_back(SPECTRUM_GREEN);
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color_.emplace_back(SPECTRUM_CYAN);
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color_.emplace_back(SPECTRUM_YELLOW);
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color_.emplace_back(SPECTRUM_WHITE);
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}
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// Destructor
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Logo::~Logo() {
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jail_texture_->setColor(255, 255, 255);
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since_texture_->setColor(255, 255, 255);
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jail_texture_->setColor(RESET_COLOR.r, RESET_COLOR.g, RESET_COLOR.b);
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since_texture_->setColor(RESET_COLOR.r, RESET_COLOR.g, RESET_COLOR.b);
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Audio::get()->stopAllSounds();
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Audio::get()->stopMusic();
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}
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@@ -78,24 +78,30 @@ void Logo::checkInput() {
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GlobalInputs::check();
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}
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// Maneja la reproducción del sonido del logo
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void Logo::handleSound() {
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static bool sound_triggered = false;
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if (!sound_triggered && elapsed_time_ms_ >= SOUND_TRIGGER_TIME_MS) {
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Audio::get()->playSound("logo.wav");
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sound_triggered = true;
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}
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}
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// Gestiona el logo de JAILGAMES
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void Logo::updateJAILGAMES(float delta_time) {
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if (counter_ == 30) {
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Audio::get()->playSound("logo.wav");
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}
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if (elapsed_time_ms_ > SOUND_TRIGGER_TIME_MS) {
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const float PIXELS_TO_MOVE = LOGO_SPEED_PX_PER_MS * delta_time;
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if (counter_ > 30) {
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const float pixels_to_move = SPEED * delta_time;
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for (int i = 0; i < (int)jail_sprite_.size(); ++i) {
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for (size_t i = 0; i < jail_sprite_.size(); ++i) {
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if (jail_sprite_[i]->getX() != dest_.x) {
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if (i % 2 == 0) {
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jail_sprite_[i]->incX(-pixels_to_move);
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jail_sprite_[i]->incX(-PIXELS_TO_MOVE);
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if (jail_sprite_[i]->getX() < dest_.x) {
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jail_sprite_[i]->setX(dest_.x);
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}
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} else {
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jail_sprite_[i]->incX(pixels_to_move);
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jail_sprite_[i]->incX(PIXELS_TO_MOVE);
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if (jail_sprite_[i]->getX() > dest_.x) {
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jail_sprite_[i]->setX(dest_.x);
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}
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@@ -105,48 +111,41 @@ void Logo::updateJAILGAMES(float delta_time) {
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}
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// Comprueba si ha terminado el logo
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if (counter_ == END_LOGO_COUNTER_MARK + POST_LOGO_DURATION) {
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if (elapsed_time_ms_ >= END_LOGO_TIME_MS + POST_LOGO_DURATION_MS) {
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Section::name = Section::Name::INTRO;
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}
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}
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// Gestiona el color de las texturas
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void Logo::updateTextureColors() {
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constexpr int INC = 4;
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void Logo::updateTextureColors(float delta_time) {
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// Manejo de 'sinceTexture'
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for (int i = 0; i <= 7; ++i) {
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if (counter_ == SHOW_SINCE_SPRITE_COUNTER_MARK + INC * i) {
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for (int i = 0; i <= MAX_SINCE_COLOR_INDEX; ++i) {
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const float target_time = SHOW_SINCE_SPRITE_TIME_MS + COLOR_CHANGE_INTERVAL_MS * i;
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if (elapsed_time_ms_ >= target_time && elapsed_time_ms_ - delta_time < target_time) {
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since_texture_->setColor(color_[i].r, color_[i].g, color_[i].b);
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}
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}
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// Manejo de 'jailTexture' y 'sinceTexture' en el fade
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for (int i = 0; i <= 6; ++i) {
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if (counter_ == INIT_FADE_COUNTER_MARK + INC * i) {
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jail_texture_->setColor(color_[6 - i].r, color_[6 - i].g, color_[6 - i].b);
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since_texture_->setColor(color_[6 - i].r, color_[6 - i].g, color_[6 - i].b);
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for (int i = 0; i <= MAX_FADE_COLOR_INDEX; ++i) {
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const float target_time = INIT_FADE_TIME_MS + COLOR_CHANGE_INTERVAL_MS * i;
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if (elapsed_time_ms_ >= target_time && elapsed_time_ms_ - delta_time < target_time) {
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jail_texture_->setColor(color_[MAX_FADE_COLOR_INDEX - i].r, color_[MAX_FADE_COLOR_INDEX - i].g, color_[MAX_FADE_COLOR_INDEX - i].b);
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since_texture_->setColor(color_[MAX_FADE_COLOR_INDEX - i].r, color_[MAX_FADE_COLOR_INDEX - i].g, color_[MAX_FADE_COLOR_INDEX - i].b);
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}
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}
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}
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// Actualiza las variables
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void Logo::update(float delta_time) {
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static float logic_accumulator = 0.0f;
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logic_accumulator += delta_time;
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elapsed_time_ms_ += delta_time; // Acumula el tiempo transcurrido
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// Ejecutar lógica a 60 FPS (cada 16.67ms) para mantener consistencia en counter_ y colores
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constexpr float LOGIC_FRAME_TIME = 1000.0f / 60.0f;
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Screen::get()->update(); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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if (logic_accumulator >= LOGIC_FRAME_TIME) {
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Screen::get()->update(); // Actualiza el objeto screen
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updateTextureColors(); // Actualiza los colores de las texturas
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++counter_; // Gestiona el contador
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logic_accumulator -= LOGIC_FRAME_TIME;
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}
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updateJAILGAMES(delta_time); // Actualiza el logo de JAILGAMES con delta-time real
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Audio::update();
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handleSound(); // Maneja la reproducción del sonido
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updateTextureColors(delta_time); // Actualiza los colores de las texturas
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updateJAILGAMES(delta_time); // Actualiza el logo de JAILGAMES
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}
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// Dibuja en pantalla
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@@ -190,7 +189,7 @@ void Logo::renderJAILGAMES() {
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sprite->render();
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}
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if (counter_ >= SHOW_SINCE_SPRITE_COUNTER_MARK) {
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if (elapsed_time_ms_ >= SHOW_SINCE_SPRITE_TIME_MS) {
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since_sprite_->render();
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}
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}
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