Treballant en els credits
This commit is contained in:
@@ -17,6 +17,7 @@
|
||||
#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
|
||||
#include "tiled_bg.h" // Para TiledBG, TiledBGMode
|
||||
#include "utils.h" // Para Color, no_color, shdw_txt_color, Zone
|
||||
#include "player.h"
|
||||
|
||||
// Textos
|
||||
constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";
|
||||
@@ -28,10 +29,10 @@ Credits::Credits()
|
||||
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL))
|
||||
{
|
||||
section::name = section::Name::CREDITS;
|
||||
// balloon_manager_->setPlayArea(param.game.game_area.rect);
|
||||
const auto r = param.game.game_area.rect;
|
||||
const int bars = 30;
|
||||
balloon_manager_->setPlayArea({r.x, r.y + bars, r.w, r.h - bars});
|
||||
top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_};
|
||||
bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_};
|
||||
balloon_manager_->setPlayArea(play_area_);
|
||||
initPlayers();
|
||||
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
|
||||
fillTextTexture();
|
||||
JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
|
||||
@@ -65,8 +66,13 @@ void Credits::update()
|
||||
ticks_ = SDL_GetTicks();
|
||||
tiled_bg_->update();
|
||||
balloon_manager_->update();
|
||||
updateRects();
|
||||
updateTextureDstRects();
|
||||
throwBalloons();
|
||||
for (auto &player : players_)
|
||||
{
|
||||
player->update();
|
||||
}
|
||||
updateFinalFade();
|
||||
Screen::get()->update();
|
||||
++counter_;
|
||||
}
|
||||
@@ -81,16 +87,27 @@ void Credits::render()
|
||||
// Limpia la pantalla
|
||||
Screen::get()->clean();
|
||||
|
||||
// Dibuja el fondo, los globos y los jugadores
|
||||
tiled_bg_->render();
|
||||
balloon_manager_->render();
|
||||
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
|
||||
SDL_Rect r1 = {0, 0, 320, 30};
|
||||
SDL_Rect r2 = {0, 255 - 30, 320, 30};
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &r1);
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &r2);
|
||||
for (auto const &player : players_)
|
||||
{
|
||||
player->render();
|
||||
}
|
||||
|
||||
// Dibuja los titulos de credito
|
||||
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
|
||||
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
|
||||
|
||||
// Dibuja los rectangulos negros
|
||||
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
|
||||
SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
|
||||
|
||||
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
Screen::get()->blit();
|
||||
}
|
||||
@@ -119,9 +136,10 @@ void Credits::checkInput()
|
||||
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
|
||||
if (Input::get()->checkAnyButtonPressed())
|
||||
{
|
||||
JA_StopMusic();
|
||||
section::name = section::Name::LOGO;
|
||||
return;
|
||||
// JA_StopMusic();
|
||||
// section::name = section::Name::LOGO;
|
||||
// return;
|
||||
fading = true;
|
||||
}
|
||||
|
||||
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
||||
@@ -150,7 +168,7 @@ void Credits::fillTextTexture()
|
||||
"JAILDOCTOR"};
|
||||
|
||||
const int space_post_title = 3 + text->getCharacterSize();
|
||||
const int space_pre_title = text->getCharacterSize() * 3;
|
||||
const int space_pre_title = text->getCharacterSize() * 4;
|
||||
const int texts_height = 1 * text->getCharacterSize() + 7 * space_post_title + 3 * space_pre_title;
|
||||
credits_rect_dst_.h = credits_rect_src_.h = texts_height;
|
||||
|
||||
@@ -217,7 +235,7 @@ void Credits::fillTextTexture()
|
||||
}
|
||||
|
||||
// Actualiza el destino de los rectangulos de las texturas
|
||||
void Credits::updateRects()
|
||||
void Credits::updateTextureDstRects()
|
||||
{
|
||||
if (counter_ % 10 == 0)
|
||||
{
|
||||
@@ -242,8 +260,91 @@ void Credits::throwBalloons()
|
||||
balloon_manager_->deploySet(sets.at(index), -50);
|
||||
}
|
||||
|
||||
if (counter_ % (speed * 4) == 0)
|
||||
if (counter_ % (speed * 4) == 0 && counter_ > 0)
|
||||
{
|
||||
balloon_manager_->createPowerBall();
|
||||
}
|
||||
}
|
||||
|
||||
// Inicializa los jugadores
|
||||
void Credits::initPlayers()
|
||||
{
|
||||
std::vector<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
|
||||
std::vector<std::vector<std::string>> player_animations; // Vector con las animaciones del jugador
|
||||
|
||||
// Texturas - Player1
|
||||
{
|
||||
std::vector<std::shared_ptr<Texture>> player_texture;
|
||||
player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
|
||||
player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
|
||||
player_textures.push_back(player_texture);
|
||||
}
|
||||
|
||||
// Texturas - Player2
|
||||
{
|
||||
std::vector<std::shared_ptr<Texture>> player_texture;
|
||||
player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
|
||||
player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
|
||||
player_textures.push_back(player_texture);
|
||||
}
|
||||
|
||||
// Animaciones -- Jugador
|
||||
{
|
||||
player_animations.emplace_back(Resource::get()->getAnimation("player.ani"));
|
||||
player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
|
||||
}
|
||||
|
||||
// Crea los dos jugadores
|
||||
constexpr int player_width = 30;
|
||||
const int y = play_area_.h - player_width;
|
||||
constexpr bool demo = false;
|
||||
constexpr int away_distance = 700;
|
||||
players_.emplace_back(std::make_unique<Player>(1, play_area_.x - away_distance - player_width, y, demo, play_area_, player_textures.at(0), player_animations));
|
||||
players_.back()->setWalkingState(PlayerState::WALKING_RIGHT);
|
||||
players_.back()->setPlayingState(PlayerState::CREDITS);
|
||||
players_.back()->setInvulnerable(false);
|
||||
|
||||
players_.emplace_back(std::make_unique<Player>(2, play_area_.x + play_area_.w + away_distance, y, demo, play_area_, player_textures.at(1), player_animations));
|
||||
players_.back()->setWalkingState(PlayerState::WALKING_LEFT);
|
||||
players_.back()->setPlayingState(PlayerState::CREDITS);
|
||||
players_.back()->setInvulnerable(false);
|
||||
}
|
||||
|
||||
// Actualiza los rectangulos negros
|
||||
void Credits::updateBlackRects()
|
||||
{
|
||||
if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1)
|
||||
{
|
||||
// Si los rectangulos superior e inferior no han llegado al centro
|
||||
if (counter_ % 4 == 0)
|
||||
{
|
||||
// Incrementa la altura del rectangulo superior
|
||||
top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
|
||||
|
||||
// Incrementa la altura y modifica la posición del rectangulo inferior
|
||||
++bottom_black_rect_.h;
|
||||
bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Si los rectangulos superior e inferior han llegado al centro
|
||||
{
|
||||
// Incrementa la anchura del rectangulo situado a la izquierda
|
||||
left_black_rect_.w = std::min(left_black_rect_.w + 4, param.game.game_area.center_x);
|
||||
|
||||
// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
|
||||
right_black_rect_.w += 4;
|
||||
right_black_rect_.x = std::max(right_black_rect_.x - 4, param.game.game_area.center_x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el estado de fade
|
||||
void Credits::updateFinalFade()
|
||||
{
|
||||
if (fading)
|
||||
{
|
||||
updateBlackRects();
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "param.h"
|
||||
class BalloonManager;
|
||||
class TiledBG;
|
||||
class Player;
|
||||
|
||||
class Credits
|
||||
{
|
||||
@@ -14,15 +15,29 @@ private:
|
||||
std::unique_ptr<BalloonManager> balloon_manager_; // Objeto para gestionar los globos
|
||||
SDL_Texture *text_texture_; // Textura con el texto
|
||||
std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo
|
||||
std::vector<std::shared_ptr<Player>> players_; // Vector con los jugadores
|
||||
|
||||
// Variables
|
||||
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 counter_ = 0; // Contador para la lógica de la clase
|
||||
int black_bars_size_ = 28; // Tamaño de las barras negras
|
||||
int mini_logo_final_pos_ = 0; // Ubicación donde se detiene el minilogo
|
||||
bool fading = false; // Indica si se está realizando el fade final
|
||||
|
||||
// Rectangulos
|
||||
SDL_Rect credits_rect_src_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (origen)
|
||||
SDL_Rect credits_rect_dst_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (destino)
|
||||
SDL_Rect mini_logo_rect_src_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (origen)
|
||||
SDL_Rect mini_logo_rect_dst_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (destino)
|
||||
int mini_logo_final_pos_ = 0;
|
||||
SDL_Rect play_area_ = {
|
||||
param.game.game_area.rect.x,
|
||||
param.game.game_area.rect.y + black_bars_size_,
|
||||
param.game.game_area.rect.w,
|
||||
param.game.game_area.rect.h - black_bars_size_}; // Area visible para los creditos
|
||||
SDL_Rect top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_}; // Rectangulo negro superior
|
||||
SDL_Rect bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_}; // Rectangulo negro inferior
|
||||
SDL_Rect left_black_rect_ = {play_area_.x, param.game.game_area.center_y - 1, 0, 2}; // Rectangulo negro situado a la izquierda
|
||||
SDL_Rect right_black_rect_ = {play_area_.x + play_area_.w, param.game.game_area.center_y - 1, 0, 2}; // Rectangulo negro situado a la derecha
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
@@ -40,11 +55,20 @@ private:
|
||||
void fillTextTexture();
|
||||
|
||||
// Actualiza el destino de los rectangulos de las texturas
|
||||
void updateRects();
|
||||
void updateTextureDstRects();
|
||||
|
||||
// Tira globos al escenario
|
||||
void throwBalloons();
|
||||
|
||||
// Inicializa los jugadores
|
||||
void initPlayers();
|
||||
|
||||
// Actualiza los rectangulos negros
|
||||
void updateBlackRects();
|
||||
|
||||
// Actualiza el estado de fade
|
||||
void updateFinalFade();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Credits();
|
||||
|
||||
@@ -222,6 +222,41 @@ void Player::move()
|
||||
setPlayingState(PlayerState::GAME_OVER);
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
pos_x_ += vel_x_ / 2.0f;
|
||||
if (vel_x_ > 0)
|
||||
{
|
||||
// setInputPlaying(InputType::RIGHT);
|
||||
if (pos_x_ > param.game.game_area.rect.w - WIDTH_)
|
||||
{
|
||||
pos_x_ = param.game.game_area.rect.w - WIDTH_;
|
||||
vel_x_ *= -1;
|
||||
// setInputPlaying(InputType::LEFT);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// setInputPlaying(InputType::LEFT);
|
||||
if (pos_x_ < param.game.game_area.rect.x)
|
||||
{
|
||||
pos_x_ = param.game.game_area.rect.x;
|
||||
vel_x_ *= -1;
|
||||
// setInputPlaying(InputType::RIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
if (pos_x_ > param.game.game_area.center_x - WIDTH_ / 2)
|
||||
{
|
||||
setWalkingState(PlayerState::WALKING_LEFT);
|
||||
}
|
||||
else
|
||||
{
|
||||
setWalkingState(PlayerState::WALKING_RIGHT);
|
||||
}
|
||||
shiftSprite();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -252,6 +287,7 @@ void Player::setAnimation()
|
||||
case PlayerState::PLAYING:
|
||||
case PlayerState::ENTERING_NAME_GAME_COMPLETED:
|
||||
case PlayerState::LEAVING_SCREEN:
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
// Crea cadenas de texto para componer el nombre de la animación
|
||||
const std::string a_walking = walking_state_ == PlayerState::WALKING_STOP ? "stand" : "walk";
|
||||
@@ -468,6 +504,11 @@ void Player::setPlayingState(PlayerState state)
|
||||
setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -40,6 +40,7 @@ enum class PlayerState
|
||||
CELEBRATING, // Poniendo pose de victoria
|
||||
ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego
|
||||
LEAVING_SCREEN, // Moviendose fuera de la pantalla
|
||||
CREDITS, // Estado para los creditos del juego
|
||||
};
|
||||
|
||||
// Clase Player
|
||||
|
||||
Reference in New Issue
Block a user