Afegida musica als credits
Els globos ara tenen definida una play_area Opció de canviar la paleta al text
This commit is contained in:
BIN
data/music/credits.ogg
Normal file
BIN
data/music/credits.ogg
Normal file
Binary file not shown.
@@ -7,7 +7,7 @@
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#include "texture.h" // Para Texture
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// Constructor
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Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, SDL_Rect play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
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: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
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x_(x),
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y_(y),
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@@ -19,7 +19,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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creation_counter_ini_(creation_timer),
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type_(type),
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size_(size),
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speed_(speed)
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speed_(speed),
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play_area_(play_area)
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{
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switch (type_)
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{
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@@ -91,8 +92,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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void Balloon::alignTo(int x)
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{
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x_ = static_cast<float>(x - (w_ / 2));
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const int min_x = param.game.play_area.rect.x;
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const int max_x = param.game.play_area.rect.w - w_;
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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x_ = std::clamp(x_, static_cast<float>(min_x), static_cast<float>(max_x));
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}
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@@ -149,8 +150,8 @@ void Balloon::move()
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// Colisión en las partes laterales de la zona de juego
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const int clip = 2;
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const float min_x = param.game.play_area.rect.x - clip;
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const float max_x = param.game.play_area.rect.w - w_ + clip;
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const float min_x = play_area_.x - clip;
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const float max_x = play_area_.w - w_ + clip;
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if (x_ < min_x || x_ > max_x)
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{
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x_ = std::clamp(x_, min_x, max_x);
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@@ -172,7 +173,7 @@ void Balloon::move()
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// Colisión en la parte superior de la zona de juego excepto para la PowerBall
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if (type_ != BalloonType::POWERBALL)
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{
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const int min_y = param.game.play_area.rect.y;
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const int min_y = play_area_.y;
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if (y_ < min_y)
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{
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y_ = min_y;
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@@ -182,7 +183,7 @@ void Balloon::move()
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}
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// Colisión en la parte inferior de la zona de juego
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const int max_y = param.game.play_area.rect.h - h_;
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const int max_y = play_area_.h - h_;
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if (y_ > max_y)
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{
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y_ = max_y;
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@@ -254,8 +255,8 @@ void Balloon::updateState()
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x_ += vx_;
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// Comprueba no se salga por los laterales
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const int min_x = param.game.play_area.rect.x;
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const int max_x = param.game.play_area.rect.w - w_;
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const int min_x = play_area_.x;
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const int max_x = play_area_.w - w_;
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if (x_ < min_x || x_ > max_x)
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{
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@@ -111,6 +111,7 @@ private:
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float travel_y_ = 1.0f; // Distancia que ha de recorrer el globo en el eje Y antes de que se le aplique la gravedad
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float speed_; // Velocidad a la que se mueven los globos
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Uint8 power_; // Cantidad de poder que alberga el globo
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SDL_Rect play_area_; // Zona por donde se puede mover el globo
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// Alinea el circulo de colisión con la posición del objeto globo
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void shiftColliders();
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@@ -138,7 +139,17 @@ private:
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public:
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// Constructor
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Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation);
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Balloon(
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float x,
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float y,
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BalloonType type,
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BalloonSize size,
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float vel_x,
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float speed,
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Uint16 creation_timer,
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SDL_Rect play_area,
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std::shared_ptr<Texture> texture,
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const std::vector<std::string> &animation);
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// Destructor
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~Balloon() = default;
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@@ -150,7 +150,7 @@ int BalloonManager::calculateScreenPower()
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std::shared_ptr<Balloon> BalloonManager::createBalloon(float x, int y, BalloonType type, BalloonSize size, float velx, float speed, int creation_timer)
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{
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const int index = static_cast<int>(size);
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balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, balloon_textures_.at(index), balloon_animations_.at(index)));
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balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, play_area_, balloon_textures_.at(index), balloon_animations_.at(index)));
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return balloons_.back();
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}
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@@ -188,7 +188,7 @@ void BalloonManager::createPowerBall()
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const int x[values] = {left, left, center, center, right, right};
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const float vx[values] = {BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_NEGATIVE, BALLOON_VELX_NEGATIVE, BALLOON_VELX_NEGATIVE};
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balloons_.emplace_back(std::make_unique<Balloon>(x[luck], pos_y, BalloonType::POWERBALL, BalloonSize::SIZE4, vx[luck], balloon_speed_, creation_time, balloon_textures_[4], balloon_animations_[4]));
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balloons_.emplace_back(std::make_unique<Balloon>(x[luck], pos_y, BalloonType::POWERBALL, BalloonSize::SIZE4, vx[luck], balloon_speed_, creation_time, play_area_, balloon_textures_[4], balloon_animations_[4]));
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power_ball_enabled_ = true;
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power_ball_counter_ = POWERBALL_COUNTER;
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@@ -6,6 +6,7 @@
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#include "balloon.h" // Para BALLOON_SPEED, Balloon
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#include "balloon_formations.h" // Para BalloonFormations
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#include "explosions.h" // Para Explosions
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#include "param.h"
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class Texture;
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using Balloons = std::vector<std::shared_ptr<Balloon>>;
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@@ -29,6 +30,7 @@ private:
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bool power_ball_enabled_ = false; // Indica si hay una powerball ya activa
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int power_ball_counter_ = 0; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
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int last_balloon_deploy_ = 0; // Guarda cual ha sido la última formación desplegada para no repetir;
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SDL_Rect play_area_ = param.game.play_area.rect; // Zona por donde se moveran los globos
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// Inicializa
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void init();
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@@ -110,4 +112,5 @@ public:
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// Setters
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void setDefaultBalloonSpeed(float speed) { default_balloon_speed_ = speed; }
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void resetBalloonSpeed() { setBalloonSpeed(default_balloon_speed_); }
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void setPlayArea(SDL_Rect play_area) { play_area_ = play_area; }
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};
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@@ -5,19 +5,28 @@
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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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// Constructor
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Credits::Credits()
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: balloon_manager_(std::make_unique<BalloonManager>())
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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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{
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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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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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}
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// Destructor
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Credits::~Credits()
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{
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SDL_DestroyTexture(text_texture_);
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}
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// Bucle principal
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@@ -40,7 +49,9 @@ void Credits::update()
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if (SDL_GetTicks() - ticks_ > TICKS_SPEED)
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{
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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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Screen::get()->update();
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}
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}
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@@ -53,7 +64,9 @@ 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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balloon_manager_->render();
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, nullptr, nullptr);
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->blit();
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@@ -84,11 +97,74 @@ void Credits::checkInput()
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if (Input::get()->checkAnyButtonPressed())
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{
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JA_StopMusic();
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section::name = section::Name::TITLE;
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section::options = section::Options::TITLE_1;
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section::name = section::Name::LOGO;
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return;
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}
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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globalInputs::check();
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}
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// Crea la textura con el texto
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void Credits::fillTextTexture()
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{
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auto text = Resource::get()->getText("smb2");
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SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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std::vector<std::string> texts = {
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"PROGRAMACIO I DISSENY",
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"GRAFICS",
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"MUSICA",
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"SONS",
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"JAILDESIGNER",
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"JAILDOCTOR (INTRO)",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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"WWW.THEMOTIONMONKEY.CO.UK",
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"WWW.KENNEY.NL",
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"JAILDOCTOR"};
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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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int y = (param.game.height - texts_height) / 2;
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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->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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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->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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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->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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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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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->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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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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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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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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}
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@@ -2,12 +2,16 @@
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#include "SDL2/SDL.h"
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#include <memory>
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#include "balloon_manager.h"
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#include "texture.h"
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#include "tiled_bg.h"
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class Credits
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{
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private:
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// Objetos
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std::unique_ptr<BalloonManager> balloon_manager_; // Objeto para gestionar los globos
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SDL_Texture *text_texture_; // Textura con el texto
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std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo
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// Variables
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Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
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@@ -24,6 +28,9 @@ private:
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// Comprueba las entradas
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void checkInput();
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// Crea la textura con el texto
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void fillTextTexture();
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public:
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// Constructor
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Credits();
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@@ -362,6 +362,7 @@ void Director::setFileList()
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Asset::get()->add(prefix + "/data/music/intro.ogg", AssetType::MUSIC);
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Asset::get()->add(prefix + "/data/music/playing.ogg", AssetType::MUSIC);
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Asset::get()->add(prefix + "/data/music/title.ogg", AssetType::MUSIC);
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Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
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@@ -30,10 +30,8 @@ Instructions::Instructions()
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tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::STATIC)),
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fade_(std::make_unique<Fade>())
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{
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// Crea un backbuffer para el renderizador
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// Configura las texturas
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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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SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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@@ -211,7 +209,9 @@ void Instructions::update()
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// Mantiene la música sonando
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if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
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{
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JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
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}
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// Actualiza el objeto screen
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Screen::get()->update();
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@@ -164,7 +164,7 @@ void Player::move()
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pos_x_ += vel_x_;
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// Si el jugador abandona el area de juego por los laterales, restaura su posición
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const float min_x = param.game.play_area.rect.x - 5;
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const float min_x = play_area_.x - 5;
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const float max_x = play_area_.w + 5 - WIDTH_;
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pos_x_ = std::clamp(pos_x_, min_x, max_x);
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@@ -174,13 +174,13 @@ void Player::move()
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case PlayerState::DYING:
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{
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// Si el cadaver abandona el area de juego por los laterales lo hace rebotar
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if ((player_sprite_->getPosX() < param.game.play_area.rect.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w))
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if ((player_sprite_->getPosX() < play_area_.x) || (player_sprite_->getPosX() + WIDTH_ > play_area_.w))
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{
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player_sprite_->setVelX(-player_sprite_->getVelX());
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}
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// Si el cadaver toca el suelo cambia el estado
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if (player_sprite_->getPosY() > param.game.play_area.rect.h - HEIGHT_)
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if (player_sprite_->getPosY() > play_area_.h - HEIGHT_)
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{
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if (player_sprite_->getVelY() < 2.0f)
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{
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@@ -194,7 +194,7 @@ void Player::move()
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else
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{
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// Decrementa las velocidades de rebote
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player_sprite_->setPosY(param.game.play_area.rect.h - HEIGHT_);
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player_sprite_->setPosY(play_area_.h - HEIGHT_);
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player_sprite_->setVelY(player_sprite_->getVelY() * -0.5f);
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player_sprite_->setVelX(player_sprite_->getVelX() * 0.75f);
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}
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@@ -615,17 +615,23 @@ void Player::decEnterNameCounter()
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{
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enter_name_counter_ = param.game.enter_name_seconds;
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if (playing_state_ == PlayerState::ENTERING_NAME)
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{
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setPlayingState(PlayerState::CONTINUE);
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}
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else
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{
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setPlayingState(PlayerState::LEAVING_SCREEN);
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}
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}
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}
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// Obtiene la posición que se está editando del nombre del jugador para la tabla de mejores puntuaciones
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int Player::getRecordNamePos() const
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{
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if (enter_name_)
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{
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return enter_name_->getPosition();
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}
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return 0;
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}
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@@ -265,3 +265,12 @@ void Text::setFixedWidth(bool value)
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{
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fixed_width_ = value;
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}
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// Establece una paleta
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void Text::setPalette(int number)
|
||||
{
|
||||
auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
|
||||
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
|
||||
sprite_->getTexture()->setPalette(number);
|
||||
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
|
||||
}
|
||||
@@ -78,4 +78,7 @@ public:
|
||||
|
||||
// Establece si se usa un tamaño fijo de letra
|
||||
void setFixedWidth(bool value);
|
||||
|
||||
// Establece una paleta
|
||||
void setPalette(int number);
|
||||
};
|
||||
Reference in New Issue
Block a user