treballant en els panels del marcador

This commit is contained in:
2024-08-13 14:25:07 +02:00
parent eb9eaec61d
commit e51e3a5c43
4 changed files with 221 additions and 139 deletions

View File

@@ -21,8 +21,9 @@ Scoreboard::Scoreboard(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lan
hiScoreName = "";
color = {0, 0, 0};
rect = {0, 0, 320, 40};
mode[0] = SCOREBOARD_MODE_PLAYING;
mode[1] = SCOREBOARD_MODE_PLAYING;
panel[SCOREBOARD_LEFT_PANEL].mode = SCOREBOARD_MODE_SCORE;
panel[SCOREBOARD_RIGHT_PANEL].mode = SCOREBOARD_MODE_SCORE;
panel[SCOREBOARD_CENTER_PANEL].mode = SCOREBOARD_MODE_STAGE_INFO;
ticks = SDL_GetTicks();
counter = 0;
@@ -34,9 +35,11 @@ Scoreboard::Scoreboard(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lan
powerMeterSprite = new Sprite(offsetPowerMeter.x - 20, offsetPowerMeter.y, 40, 7, gamePowerMeterTexture);
textScoreBoard = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
// Crea la textura para dibujar el marcador
background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w, rect.h);
SDL_SetTextureBlendMode(background, SDL_BLENDMODE_BLEND);
// Crea la textura de fondo
createBackgroundTexture();
// Crea las texturas de los paneles
createPanelTextures();
// Rellena la textura de fondo
fillBackgroundTexture();
@@ -49,6 +52,13 @@ Scoreboard::~Scoreboard()
delete powerMeterSprite;
delete textScoreBoard;
SDL_DestroyTexture(background);
for (auto texture : panelTexture)
{
if (texture)
{
SDL_DestroyTexture(texture);
}
}
}
// Transforma un valor numérico en una cadena de 6 cifras
@@ -181,19 +191,92 @@ void Scoreboard::setPos(SDL_Rect rect)
powerMeterSprite->setPosX(offsetPowerMeter.x - 20);
powerMeterSprite->setPosY(offsetPowerMeter.y);
// Recrea la textura de fondo
if (background)
{
SDL_DestroyTexture(background);
}
background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w, rect.h);
SDL_SetTextureBlendMode(background, SDL_BLENDMODE_BLEND);
// Crea la textura de fondo
createBackgroundTexture();
// Crea las texturas de los paneles
createPanelTextures();
// Rellena la textura de fondo
fillBackgroundTexture();
}
// Rellena los diferentes paneles del marcador
void Scoreboard::fillPanelTextures()
{
// Guarda a donde apunta actualmente el renderizador
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
// Genera el contenidoi de cada panel
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
{
// Cambia el destino del renderizador
SDL_SetRenderTarget(renderer, panelTexture[i]);
// Dibuja el fondo de la textura
SDL_SetRenderDrawColor(renderer, i * 64, 0, 0, 255);
SDL_RenderClear(renderer);
switch (panel[i].mode)
{
case SCOREBOARD_MODE_SCORE:
// SCORE
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y, lang->getText(53));
textScoreBoard->writeCentered(offsetScoreP1.x, offsetScoreP1.y, updateScoreText(score1));
// MULT
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y, lang->getText(55));
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y, std::to_string(mult1).substr(0, 3));
break;
case SCOREBOARD_MODE_DEMO:
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y + 4, "Mode demostracio");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y - 2, "per jugar");
}
break;
case SCOREBOARD_MODE_GAME_OVER:
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y + 4, "Game Over");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y - 2, "per jugar");
}
break;
case SCOREBOARD_MODE_STAGE_INFO:
// STAGE
textScoreBoard->writeCentered(offsetStage.x, offsetStage.y, lang->getText(57) + std::to_string(stage));
// POWERMETER
powerMeterSprite->setSpriteClip(0, 0, 40, 7);
powerMeterSprite->render();
powerMeterSprite->setSpriteClip(40, 0, int(power * 40.0f), 7);
powerMeterSprite->render();
// HI-SCORE
textScoreBoard->writeCentered(offsetHiScoreLabel.x, offsetHiScoreLabel.y, lang->getText(56));
textScoreBoard->writeCentered(offsetHiScore.x, offsetHiScore.y, hiScoreName + updateScoreText(hiScore));
break;
default:
break;
}
}
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer, temp);
}
// Rellena la textura de fondo
void Scoreboard::fillBackgroundTexture()
{
// Rellena los diferentes paneles del marcador
fillPanelTextures();
// Cambia el destino del renderizador
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, background);
@@ -202,83 +285,12 @@ void Scoreboard::fillBackgroundTexture()
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
SDL_RenderFillRect(renderer, nullptr);
// PARTE IZQUIERDA
if (mode[SCOREBOARD_LEFT_SIDE] == SCOREBOARD_MODE_PLAYING)
{ // PLAYER1 - SCORE
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y, lang->getText(53));
textScoreBoard->writeCentered(offsetScoreP1.x, offsetScoreP1.y, updateScoreText(score1));
// PLAYER1 - MULT
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y, lang->getText(55));
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y, std::to_string(mult1).substr(0, 3));
}
else if (mode[SCOREBOARD_LEFT_SIDE] == SCOREBOARD_MODE_DEMO)
// Copia las texturas de los paneles
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
{
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y + 4, "Mode demostracio");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y - 2, "per jugar");
}
SDL_RenderCopy(renderer, panelTexture[i], nullptr, &panel[i].pos);
}
else if (mode[SCOREBOARD_LEFT_SIDE] == SCOREBOARD_MODE_GAME_OVER)
{
textScoreBoard->writeCentered(offsetScoreP1Label.x, offsetScoreP1Label.y + 4, "Game Over");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP1Label.x, offsetMultP1Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP1.x, offsetMultP1.y - 2, "per jugar");
}
}
// PARTE DERECHA
if (mode[SCOREBOARD_RIGHT_SIDE] == SCOREBOARD_MODE_PLAYING)
{ // PLAYER2 - SCORE
textScoreBoard->writeCentered(offsetScoreP2Label.x, offsetScoreP2Label.y, lang->getText(54));
textScoreBoard->writeCentered(offsetScoreP2.x, offsetScoreP2.y, updateScoreText(score2));
// PLAYER2 - MULT
textScoreBoard->writeCentered(offsetMultP2Label.x, offsetMultP2Label.y, lang->getText(55));
textScoreBoard->writeCentered(offsetMultP2.x, offsetMultP2.y, std::to_string(mult2).substr(0, 3));
}
else if (mode[SCOREBOARD_RIGHT_SIDE] == SCOREBOARD_MODE_DEMO)
{
textScoreBoard->writeCentered(offsetScoreP2Label.x, offsetScoreP2Label.y + 4, "Mode demostracio");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP2Label.x, offsetMultP2Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP2.x, offsetMultP2.y - 2, "per jugar");
}
}
else if (mode[SCOREBOARD_RIGHT_SIDE] == SCOREBOARD_MODE_GAME_OVER)
{
textScoreBoard->writeCentered(offsetScoreP2Label.x, offsetScoreP2Label.y + 4, "Game Over");
if (counter % 10 < 8)
{
textScoreBoard->writeCentered(offsetMultP2Label.x, offsetMultP2Label.y - 2, "Pulsa START");
textScoreBoard->writeCentered(offsetMultP2.x, offsetMultP2.y - 2, "per jugar");
}
}
// PARTE CENTRAL
// STAGE
textScoreBoard->writeCentered(offsetStage.x, offsetStage.y, lang->getText(57) + std::to_string(stage));
// POWERMETER
powerMeterSprite->setSpriteClip(0, 0, 40, 7);
powerMeterSprite->render();
powerMeterSprite->setSpriteClip(40, 0, int(power * 40.0f), 7);
powerMeterSprite->render();
// HI-SCORE
textScoreBoard->writeCentered(offsetHiScoreLabel.x, offsetHiScoreLabel.y, lang->getText(56));
textScoreBoard->writeCentered(offsetHiScore.x, offsetHiScore.y, hiScoreName + updateScoreText(hiScore));
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer, temp);
}
@@ -286,42 +298,87 @@ void Scoreboard::fillBackgroundTexture()
// Recalcula las anclas de los elementos
void Scoreboard::recalculateAnchors()
{
// Constantes para definir las zonas del marcador: 4 filas y 3 columnas
const int panelWidth = rect.w / SCOREBOARD_MAX_PANELS;
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
{
panel[i].pos.x = panelWidth * i;
panel[i].pos.y = 0;
panel[i].pos.w = panelWidth;
panel[i].pos.h = rect.h;
}
// Constantes para definir las zonas del panel: 4 filas y 1 columna
const int rowSize = rect.h / 4;
const int textHeight = 7;
// Filas
const int row1 = (rowSize * 0) + (textHeight / 2);
const int row2 = (rowSize * 1) + (textHeight / 2) - 1;
const int row3 = (rowSize * 2) + (textHeight / 2) - 2;
const int row4 = (rowSize * 3) + (textHeight / 2) - 3;
const int halfColSize = rect.w / 6;
const int col1 = halfColSize;
const int col2 = halfColSize * 3;
const int col3 = halfColSize * 5;
// Columna
const int col = panelWidth / 2;
// Primera fila
offsetScoreP1Label = {col1, row1};
offsetStage = {col2, row1};
offsetScoreP2Label = {col3, row1};
offsetScoreP1Label = {col, row1};
offsetStage = {col, row1};
offsetScoreP2Label = {col, row1};
// Segunda fila
offsetScoreP1 = {col1, row2};
offsetPowerMeter = {col2, row2};
offsetScoreP2 = {col3, row2};
offsetScoreP1 = {col, row2};
offsetPowerMeter = {col, row2};
offsetScoreP2 = {col, row2};
// Tercera fila
offsetMultP1Label = {col1, row3};
offsetHiScoreLabel = {col2, row3};
offsetMultP2Label = {col3, row3};
offsetMultP1Label = {col, row3};
offsetHiScoreLabel = {col, row3};
offsetMultP2Label = {col, row3};
// Cuarta fila
offsetMultP1 = {col1, row4};
offsetHiScore = {col2, row4};
offsetMultP2 = {col3, row4};
offsetMultP1 = {col, row4};
offsetHiScore = {col, row4};
offsetMultP2 = {col, row4};
}
// Establece el modo del marcador
void Scoreboard::setMode(int index, scoreboard_modes_e mode)
{
this->mode[index] = mode;
panel[index].mode = mode;
}
// Crea la textura de fondo
void Scoreboard::createBackgroundTexture()
{
// Elimina la textura en caso de existir
if (background)
{
SDL_DestroyTexture(background);
}
// Recrea la textura de fondo
background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w, rect.h);
SDL_SetTextureBlendMode(background, SDL_BLENDMODE_BLEND);
}
// Crea las texturas de los paneles
void Scoreboard::createPanelTextures()
{
// Elimina las texturas en caso de existir
for (auto texture : panelTexture)
{
if (texture)
{
SDL_DestroyTexture(texture);
}
}
panelTexture.clear();
// Crea las texturas para cada panel
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
{
SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w / SCOREBOARD_MAX_PANELS, rect.h);
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
panelTexture.push_back(tex);
}
}