Treballant en la intro
This commit is contained in:
114
source/intro.cpp
114
source/intro.cpp
@@ -36,6 +36,7 @@ Intro::Intro()
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// Configura el fondo
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tiled_bg_->setSpeed(0.3f);
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tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
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}
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// Comprueba los eventos
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@@ -66,7 +67,6 @@ void Intro::updateScenes()
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if (sprites_.at(0)->hasFinished() && !texts_.at(0)->hasFinished())
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{
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texts_.at(0)->setEnabled(true);
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tiled_bg_->stopGracefully();
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}
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// Segundo texto de la primera imagen
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@@ -195,16 +195,19 @@ void Intro::updateScenes()
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if (!texts_.at(8)->hasFinished())
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{
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texts_.at(8)->setEnabled(true);
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tiled_bg_->stopGracefully();
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}
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// Acaba el último texto
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if (sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished())
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if (texts_.at(8)->hasFinished())
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{
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texts_.at(8)->setEnabled(false);
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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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}
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// Acaba la ultima imagen
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if (sprites_.at(5)->hasFinished() && texts_.at(8)->hasFinished())
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{
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state_ = IntroState::POST;
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state_start_time_ = SDL_GetTicks();
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}
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break;
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@@ -226,14 +229,18 @@ void Intro::update()
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// Actualiza el fondo
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tiled_bg_->update();
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// Actualiza los sprites
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updateSprites();
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switch (state_)
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{
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case IntroState::SCENES:
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updateSprites();
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updateTexts();
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updateScenes();
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break;
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// Actualiza los textos
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updateTexts();
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// Actualiza las escenas de la intro
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updateScenes();
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case IntroState::POST:
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updatePostState();
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break;
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}
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// Actualiza el objeto screen
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Screen::get()->update();
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@@ -255,14 +262,17 @@ void Intro::render()
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// Dibuja el fondo
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tiled_bg_->render();
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 128);
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SDL_RenderFillRect(Screen::get()->getRenderer(), ¶m.game.game_area.rect);
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// Dibuja los sprites
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renderSprites();
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// Dibuja los textos
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renderTexts();
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switch (state_)
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{
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case IntroState::SCENES:
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{
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renderSprites();
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renderTexts();
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break;
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}
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case IntroState::POST:
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break;
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}
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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@@ -316,7 +326,8 @@ void Intro::initSprites()
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sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 800, easeOutQuint, 0);
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sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuint, 0);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuad, 300);
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sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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// Constantes
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const int BORDER = 4;
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@@ -334,20 +345,20 @@ void Intro::initSprites()
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auto shadow_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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shadow_texture->createBlank(SHADOW_SPRITE_WIDTH, SHADOW_SPRITE_HEIGHT, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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shadow_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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shadow_texture->setAsRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_Rect rect = {BORDER / 2, BORDER / 2, SPRITE_WIDTH, SPRITE_HEIGHT};
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.at(i))->getSDLTexture();
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
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SDL_RenderCopy(Screen::get()->getRenderer(), texture, nullptr, &rect);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE);
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shadow_texture->setAlpha(160);
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//shadow_texture->setAlpha(160);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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shadow_textures.push_back(shadow_texture);
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@@ -368,7 +379,8 @@ void Intro::initSprites()
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 800, easeOutQuint, 0);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0);
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shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeOutQuint, 0);
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shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeOutQuad, 300);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0);
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}
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// Inicializa los textos
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@@ -465,4 +477,48 @@ void Intro::renderTexts()
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{
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text->render();
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}
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}
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}
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// Actualiza el estado POST
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void Intro::updatePostState()
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{
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const Uint32 ELAPSED_TIME = SDL_GetTicks() - state_start_time_;
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switch (post_state_)
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{
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case IntroPostState::STOP_BG:
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// EVENTO: Detiene el fondo después de 2 segundos
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if (ELAPSED_TIME >= 1000)
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{
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tiled_bg_->stopGracefully();
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// Modifica el color del fondo hasta llegar a blanco
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if (bg_color_ < 255)
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{
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++bg_color_;
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tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
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}
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}
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// Cambia de estado si el fondo se ha detenido y recuperado el color
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if (tiled_bg_->isStopped() && bg_color_ == 255)
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{
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post_state_ = IntroPostState::END;
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state_start_time_ = SDL_GetTicks();
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}
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break;
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case IntroPostState::END:
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// Finaliza la intro después de 3 segundos
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if (ELAPSED_TIME >= 2000)
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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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}
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break;
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default:
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break;
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}
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}
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