Continuemtreballant enels credits

This commit is contained in:
2024-11-24 20:21:46 +01:00
parent ad221243cb
commit a36120cf0c
15 changed files with 149 additions and 82 deletions

View File

@@ -1,23 +1,38 @@
#include "credits.h"
#include "section.h" // Para Name, name, Options, options
#include "global_inputs.h" // Para check
#include "input.h" // Para Input
#include "jail_audio.h" // Para JA_StopMusic
#include "screen.h" // Para Screen
#include "balloon_manager.h" // Para BalloonManager
#include "param.h"
#include "resource.h"
#include "text.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <string> // Para basic_string, string
#include <vector> // Para vector
#include "balloon_manager.h" // Para BalloonManager
#include "global_inputs.h" // Para check
#include "input.h" // Para Input
#include "jail_audio.h" // Para JA_PlayMusic, JA_StopMusic
#include "param.h" // Para Param, ParamGame, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options
#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
// Textos
constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";
// Constructor
Credits::Credits()
: balloon_manager_(std::make_unique<BalloonManager>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::DIAGONAL))
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);
balloon_manager_->createTwoBigBalloons();
balloon_manager_->deployBalloonFormation(4,2);
balloon_manager_->deployBalloonFormation(4,5);
balloon_manager_->createPowerBall();
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
fillTextTexture();
JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
@@ -51,7 +66,9 @@ void Credits::update()
ticks_ = SDL_GetTicks();
tiled_bg_->update();
balloon_manager_->update();
updateRects();
Screen::get()->update();
++counter_;
}
}
@@ -64,9 +81,10 @@ void Credits::render()
// Limpia la pantalla
Screen::get()->clean();
tiled_bg_->render();
tiled_bg_->render();
balloon_manager_->render();
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, nullptr, nullptr);
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_);
// Vuelca el contenido del renderizador en pantalla
Screen::get()->blit();
@@ -129,42 +147,77 @@ void Credits::fillTextTexture()
const int space_post_title = 3 + text->getCharacterSize();
const int space_pre_title = text->getCharacterSize() * 3;
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;
int y = (param.game.height - texts_height) / 2;
y = 0;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(0), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(0), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
y += space_pre_title;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(1), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(1), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
y += space_pre_title;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(2), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(2), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(5), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(5), 1, no_color, 1, shdw_txt_color);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(6), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(6), 1, no_color, 1, shdw_txt_color);
y += space_pre_title;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(3), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(3), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(7), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(7), 1, no_color, 1, shdw_txt_color);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(8), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(8), 1, no_color, 1, shdw_txt_color);
y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(9), 1, no_color, 1, shdw_txt_color);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(9), 1, no_color, 1, shdw_txt_color);
// Mini logo
y += space_pre_title;
mini_logo_rect_src_.y = y;
auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(shdw_txt_color.r, shdw_txt_color.g, shdw_txt_color.b);
mini_logo_sprite->render();
mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
mini_logo_sprite->render();
// Texto con el copyright
y += mini_logo_sprite->getHeight() + 3;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
credits_rect_dst_.y = param.game.game_area.rect.h;
mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
}
// Actualiza el destino de los rectangulos de las texturas
void Credits::updateRects()
{
if (counter_ % 10 == 0)
{
--credits_rect_dst_.y;
--mini_logo_rect_dst_.y;
}
mini_logo_rect_dst_.y = std::max(mini_logo_rect_dst_.y, mini_logo_final_pos_);
}