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