Rediseñada y optimizada la clase Instructions
This commit is contained in:
@@ -13,7 +13,65 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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this->param = param;
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this->section = section;
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// Reserva memoria para los punteros
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// Creao objetos
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, param->gameWidth, param->gameHeight});
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Crea una textura para el texto fijo
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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section->name = SECTION_PROG_INSTRUCTIONS;
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ticks = 0;
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ticksSpeed = 15;
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counter = 0;
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counterEnd = 700;
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view = {0, 0, param->gameWidth, param->gameHeight};
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spritePos = {0,0};
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// Rellena la textura de texto
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fillTexture();
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// Inicializa los sprites de los items
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iniSprites();
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}
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// Destructor
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Instructions::~Instructions()
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{
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for (auto texture : itemTextures)
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{
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texture->unload();
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delete texture;
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}
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itemTextures.clear();
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for (auto sprite : sprites)
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{
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delete sprite;
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}
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sprites.clear();
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delete eventHandler;
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delete text;
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delete tiledbg;
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SDL_DestroyTexture(backbuffer);
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SDL_DestroyTexture(texture);
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}
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// Inicializa los sprites de los items
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void Instructions::iniSprites()
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{
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// Inicializa las texturas
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Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
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itemTextures.push_back(item1);
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@@ -29,42 +87,134 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
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itemTextures.push_back(item5);
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Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
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itemTextures.push_back(item6);
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// Inicializa los sprites
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const int itemSize = 16;
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const int desp = spritePos.y - 4;
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eventHandler = new SDL_Event();
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sprite = new Sprite(0, 0, 16, 16, itemTextures[0], renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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section->name = SECTION_PROG_INSTRUCTIONS;
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ticks = 0;
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ticksSpeed = 15;
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manualQuit = false;
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counter = 0;
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counterEnd = 600;
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for (int i = 0; i < (int)itemTextures.size(); ++i)
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{
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Sprite *sprite = new Sprite(0, 0, itemSize, itemSize, itemTextures[i], renderer);
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sprite->setPos({spritePos.x, desp + ((itemSize + 2) * i), itemSize, itemSize});
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sprites.push_back(sprite);
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}
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}
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// Destructor
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Instructions::~Instructions()
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// Actualiza los sprites
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void Instructions::updateSprites()
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{
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for (auto texture : itemTextures)
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SDL_Rect srcRect = {0, 0, 16, 16};
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// Disquito
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srcRect.y = 16 * (((counter + 12) / 36) % 2);
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sprites[0]->setSpriteClip(srcRect);
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// Gavineixon
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srcRect.y = 16 * (((counter + 9) / 36) % 2);
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sprites[1]->setSpriteClip(srcRect);
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// Pacmar
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srcRect.y = 16 * (((counter + 6) / 36) % 2);
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sprites[2]->setSpriteClip(srcRect);
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// Time Stopper
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srcRect.y = 16 * (((counter + 3) / 36) % 2);
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sprites[3]->setSpriteClip(srcRect);
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// Coffee
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srcRect.y = 16 * (((counter + 0) / 36) % 2);
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sprites[4]->setSpriteClip(srcRect);
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}
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// Rellena la textura de texto
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void Instructions::fillTexture()
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{
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// Modifica el renderizador para pintar en la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, texture);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Constantes
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const int numLines = 4;
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const int numItemLines = 4;
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const int numPostHeaders = 2;
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const int numPreHeaders = 1;
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const int spacePostHeader = 20;
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const int spacePreHeader = 28;
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const int spaceBetweenLines = text->getCharacterSize() * 1.5f;
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const int spaceBetweenItemLines = 18;
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const int spaceNewParagraph = spaceBetweenLines * 0.5f;
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const int size = (numLines * spaceBetweenLines) + (numItemLines * spaceBetweenItemLines) + (numPostHeaders * spacePostHeader) + (numPreHeaders * spacePreHeader) + (spaceNewParagraph);
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const int firstLine = (param->gameHeight - size) / 2;
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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for (int i= 17; i <=21;++i)
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{
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texture->unload();
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delete texture;
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const int l = text->lenght(lang->getText(i));
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lenght = l > lenght? l : lenght;
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}
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itemTextures.clear();
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const int anchorItem = (param->gameWidth - (lenght + 24)) / 2;
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delete sprite;
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delete eventHandler;
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delete text;
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// BORRAR ESTO
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//SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
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//SDL_Rect rect = {10, firstLine, param->gameWidth - 20, size};
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//SDL_RenderFillRect(renderer, &rect);
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SDL_DestroyTexture(backbuffer);
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// Escribe el texto de las instrucciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, firstLine, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
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const int anchor1 = firstLine + spacePostHeader;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor1 + spaceBetweenLines * 0, lang->getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor1 + spaceBetweenLines * 1, lang->getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang->getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang->getText(15), 1, noColor, 1, shdwTxtColor);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + spacePreHeader + spaceNewParagraph + spaceBetweenLines * 3;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor2, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
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const int anchor3 = anchor2 + spacePostHeader;
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text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
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text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
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text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
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text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
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text->writeShadowed(anchorItem+24, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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// Da valor a la variable
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spritePos.x = anchorItem;
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spritePos.y = anchor3;
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}
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// Rellena el backbuffer
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void Instructions::fillBackbuffer()
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{
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// Modifica el renderizador para pintar en la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, backbuffer);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Coloca el texto de fondo
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SDL_RenderCopy(renderer, texture, nullptr, nullptr);
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// Dibuja los sprites
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for (auto sprite : sprites)
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{
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sprite->render();
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}
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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}
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// Actualiza las variables
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@@ -79,8 +229,15 @@ void Instructions::update()
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Incrementa el contador
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counter++;
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// Actualiza los sprites
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updateSprites();
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// Actualiza el mosaico de fondo
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tiledbg->update();
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if (counter == counterEnd)
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{
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section->name = SECTION_PROG_TITLE;
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@@ -92,74 +249,8 @@ void Instructions::update()
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// Pinta en pantalla
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void Instructions::render()
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{
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// Pinta en pantalla
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SDL_Rect window = {0, 0, param->gameWidth, param->gameHeight};
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SDL_Rect srcRect = {0, 0, 16, 16};
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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const SDL_Rect destRect1 = {60, 88 + (16 * 0), 16, 16}; // Disquito
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const SDL_Rect destRect2 = {60, 88 + (16 * 1), 16, 16}; // Gavineixon
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const SDL_Rect destRect3 = {60, 88 + (16 * 2), 16, 16}; // Pacmar
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const SDL_Rect destRect4 = {60, 88 + (16 * 3), 16, 16}; // Time Stopper
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const SDL_Rect destRect5 = {60, 88 + (16 * 4), 16, 16}; // Coffee
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(renderer, backbuffer);
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SDL_SetRenderDrawColor(renderer, 255, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(renderer);
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// Escribe el texto
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
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text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor);
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text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor);
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text->writeShadowed(84, 124, lang->getText(19), shdwTxtColor);
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text->writeShadowed(84, 140, lang->getText(20), shdwTxtColor);
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text->writeShadowed(84, 156, lang->getText(21), shdwTxtColor);
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// Disquito
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sprite->setTexture(itemTextures[0]);
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sprite->setPos(destRect1);
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srcRect.y = 16 * (((counter + 12) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Gavineixon
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sprite->setTexture(itemTextures[1]);
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sprite->setPos(destRect2);
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srcRect.y = 16 * (((counter + 9) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Pacmar
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sprite->setTexture(itemTextures[2]);
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sprite->setPos(destRect3);
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srcRect.y = 16 * (((counter + 6) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Time Stopper
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sprite->setTexture(itemTextures[3]);
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sprite->setPos(destRect4);
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srcRect.y = 16 * (((counter + 3) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Coffee
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sprite->setTexture(itemTextures[4]);
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sprite->setPos(destRect5);
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srcRect.y = 16 * (((counter + 0) / 36) % 2);
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sprite->setSpriteClip(srcRect);
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sprite->render();
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// Cambia el destino de renderizado
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SDL_SetRenderTarget(renderer, nullptr);
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// Rellena el backbuffer
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fillBackbuffer();
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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@@ -167,11 +258,14 @@ void Instructions::render()
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// Limpia la pantalla
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screen->clean(bgColor);
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// Establece la ventana del backbuffer
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window.y = std::max(0, param->gameHeight - counter + 100);
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// Dibuja el mosacico de fondo
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tiledbg->render();
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
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// Establece la ventana del backbuffer
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view.y = std::max(0, param->gameHeight - counter + 100);
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// Copia la textura y el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &view);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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@@ -217,9 +311,9 @@ void Instructions::checkInput()
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
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{
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JA_StopMusic();
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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JA_StopMusic();
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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}
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Block a user