Treballant en la intro

This commit is contained in:
2025-03-14 14:06:14 +01:00
parent f11cb32ac0
commit c757886430
5 changed files with 111 additions and 34 deletions

View File

@@ -17,10 +17,12 @@
#include "utils.h" // Para Zone, BLOCK, Color, bg_color
#include "writer.h" // Para Writer
#include "global_events.h"
#include "tiled_bg.h"
#include <array>
// Constructor
Intro::Intro()
: tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL))
{
// Inicializa variables
section::name = section::Name::INTRO;
@@ -31,6 +33,9 @@ Intro::Intro()
// Inicializa los textos
initTexts();
// Configura el fondo
tiled_bg_->setSpeed(0.3f);
}
// Comprueba los eventos
@@ -61,6 +66,7 @@ void Intro::updateScenes()
if (sprites_.at(0)->hasFinished() && !texts_.at(0)->hasFinished())
{
texts_.at(0)->setEnabled(true);
tiled_bg_->stopGracefully();
}
// Segundo texto de la primera imagen
@@ -165,7 +171,7 @@ void Intro::updateScenes()
shadow_sprites_.at(4)->enable();
// Primer texto de la quinta imagen
if (sprites_.at(4)->hasFinished() && !texts_.at(7)->hasFinished())
if (!texts_.at(7)->hasFinished())
{
texts_.at(7)->setEnabled(true);
}
@@ -189,6 +195,7 @@ void Intro::updateScenes()
if (!texts_.at(8)->hasFinished())
{
texts_.at(8)->setEnabled(true);
tiled_bg_->stopGracefully();
}
// Acaba el último texto
@@ -216,8 +223,8 @@ void Intro::update()
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Actualiza el objeto screen
Screen::get()->update();
// Actualiza el fondo
tiled_bg_->update();
// Actualiza los sprites
updateSprites();
@@ -228,6 +235,9 @@ void Intro::update()
// Actualiza las escenas de la intro
updateScenes();
// Actualiza el objeto screen
Screen::get()->update();
// Actualiza las variables de globalInputs
globalInputs::update();
}
@@ -242,6 +252,12 @@ void Intro::render()
// Limpia la pantalla
Screen::get()->clean(bg_color);
// Dibuja el fondo
tiled_bg_->render();
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 128);
SDL_RenderFillRect(Screen::get()->getRenderer(), &param.game.game_area.rect);
// Dibuja los sprites
renderSprites();
@@ -295,7 +311,7 @@ void Intro::initSprites()
sprites_.push_back(std::move(sprite));
}
sprites_.at(0)->addPath(-SPRITE_WIDTH, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 800, easeOutQuint, 0);
@@ -318,26 +334,22 @@ void Intro::initSprites()
auto shadow_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
shadow_texture->createBlank(SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
shadow_texture->setAsRenderTarget(Screen::get()->getRenderer());
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderClear(Screen::get()->getRenderer());
SDL_Rect rect = {BORDER / 2, BORDER / 2, SPRITE_WIDTH, SPRITE_HEIGHT};
auto texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture();
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
//SDL_SetTextureAlphaMod(texture, 128);
SDL_RenderCopy(Screen::get()->getRenderer(), texture, nullptr, &rect);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE);
// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0x54, 0x31, 0x49, 0xFF);
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0xFF, 0xFF, 192);
//SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
shadow_texture->setAlpha(160);
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
shadow_textures.push_back(shadow_texture);
}
@@ -351,7 +363,7 @@ void Intro::initSprites()
shadow_sprites_.push_back(std::move(sprite));
}
shadow_sprites_.at(0)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 800, easeOutQuint, 0);