Movidos los efectos shake y flash de la clase game a la clase screen

This commit is contained in:
2024-06-15 12:14:30 +02:00
parent d452f84482
commit a5386a606a
6 changed files with 77 additions and 132 deletions

View File

@@ -20,20 +20,20 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
borderHeight = options->video.border.height * 2;
dest = {0, 0, 0, 0};
borderColor = {0, 0, 0};
fade.enabled = false;
fade.counter = 0;
fade.lenght = 0;
fade.color = {0xFF, 0xFF, 0xFF};
flash.enabled = false;
flash.counter = 0;
flash.lenght = 0;
flash.color = {0xFF, 0xFF, 0xFF};
shake.desp = 1;
shake.delay = 3;
shake.counter = 0;
shake.lenght = 8;
shake.remaining = 0;
shake.origin = 0;
fadeEffect.enabled = false;
fadeEffect.counter = 0;
fadeEffect.lenght = 0;
fadeEffect.color = {0xFF, 0xFF, 0xFF};
flashEffect.enabled = false;
flashEffect.counter = 0;
flashEffect.lenght = 0;
flashEffect.color = {0xFF, 0xFF, 0xFF};
shakeEffect.desp = 1;
shakeEffect.delay = 3;
shakeEffect.counter = 0;
shakeEffect.lenght = 8;
shakeEffect.remaining = 0;
shakeEffect.origin = 0;
iniFade();
@@ -178,8 +178,8 @@ void Screen::setVideoMode(int videoMode)
options->video.window.width = windowWidth;
options->video.window.height = windowHeight;
// Recalcula los valores de los efectos
setShake();
// Actualiza variables
shakeEffect.origin = dest.x;
}
// Camibia entre pantalla completa y ventana
@@ -252,13 +252,13 @@ void Screen::switchBorder()
// Activa el fade
void Screen::setFade()
{
fade.enabled = true;
fadeEffect.enabled = true;
}
// Comprueba si ha terminado el fade
bool Screen::fadeEnded()
{
if (fade.enabled || fade.counter > 0)
if (fadeEffect.enabled || fadeEffect.counter > 0)
{
return false;
}
@@ -269,21 +269,21 @@ bool Screen::fadeEnded()
// Inicializa las variables para el fade
void Screen::iniFade()
{
fade.enabled = false;
fade.counter = 0;
fade.lenght = 200;
fadeEffect.enabled = false;
fadeEffect.counter = 0;
fadeEffect.lenght = 200;
}
// Actualiza el fade
void Screen::updateFade()
{
if (!fade.enabled)
if (!fadeEffect.enabled)
{
return;
}
fade.counter++;
if (fade.counter > fade.lenght)
fadeEffect.counter++;
if (fadeEffect.counter > fadeEffect.lenght)
{
iniFade();
}
@@ -292,14 +292,14 @@ void Screen::updateFade()
// Dibuja el fade
void Screen::renderFade()
{
if (!fade.enabled)
if (!fadeEffect.enabled)
{
return;
}
const SDL_Rect rect = {0, 0, gameCanvasWidth, gameCanvasHeight};
color_t color = {0, 0, 0};
const float step = (float)fade.counter / (float)fade.lenght;
const float step = (float)fadeEffect.counter / (float)fadeEffect.lenght;
const int alpha = 0 + (255 - 0) * step;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
SDL_RenderFillRect(renderer, &rect);
@@ -325,65 +325,65 @@ void Screen::update()
}
// Agita la pantalla
void Screen::setShake()
void Screen::shake()
{
shake.remaining = shake.lenght;
shake.counter = shake.delay;
shake.origin = dest.x;
shakeEffect.remaining = shakeEffect.lenght;
shakeEffect.counter = shakeEffect.delay;
shakeEffect.origin = dest.x;
}
// Actualiza la logica para agitar la pantalla
void Screen::updateShake()
{
if (shake.remaining > 0)
if (shakeEffect.remaining > 0)
{
if (shake.counter > 0)
if (shakeEffect.counter > 0)
{
shake.counter--;
shakeEffect.counter--;
}
else
{
shake.counter = shake.delay;
const int desp = shake.remaining % 2 == 0 ? shake.desp * (-1) : shake.desp;
dest.x = shake.origin + desp;
shake.remaining--;
shakeEffect.counter = shakeEffect.delay;
const int desp = shakeEffect.remaining % 2 == 0 ? shakeEffect.desp * (-1) : shakeEffect.desp;
dest.x = shakeEffect.origin + desp;
shakeEffect.remaining--;
}
}
else
{
dest.x = shake.origin;
dest.x = shakeEffect.origin;
}
}
// Pone la pantalla de color
void Screen::setFlash(color_t color, int lenght)
void Screen::flash(color_t color, int lenght)
{
flash.enabled = true;
flash.counter = 0;
flash.lenght = lenght;
flash.color = color;
flashEffect.enabled = true;
flashEffect.counter = 0;
flashEffect.lenght = lenght;
flashEffect.color = color;
}
// Actualiza y dibuja el efecto de flash en la pantalla
void Screen::doFlash()
{
if (flash.enabled)
if (flashEffect.enabled)
{
// Dibuja el color del flash en la textura
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, gameCanvas);
SDL_SetRenderDrawColor(renderer, flash.color.r, flash.color.g, flash.color.b, 0xFF);
SDL_SetRenderDrawColor(renderer, flashEffect.color.r, flashEffect.color.g, flashEffect.color.b, 0xFF);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, temp);
// Actualiza la lógica del efecto
if (flash.counter < flash.lenght)
if (flashEffect.counter < flashEffect.lenght)
{
flash.counter++;
flashEffect.counter++;
}
else
{
flash.enabled = false;
flashEffect.enabled = false;
}
}
}