#include "hiscore_table.h" #include // Para SDL_BLENDMODE_BLEND #include // Para SDL_PollEvent, SDL_Event #include // Para SDL_PixelFormat #include // Para SDL_SetRenderTarget, SDL_CreateTex... #include // Para SDL_GetTicks #include // Para rand, size_t #include // Para max #include // Para function #include // Para vector #include "background.h" // Para Background #include "fade.h" // Para Fade, FadeMode, FadeType #include "global_events.h" // Para check #include "global_inputs.h" // Para check, update #include "jail_audio.h" // Para JA_GetMusicState, JA_Music_state #include "lang.h" // Para getText #include "manage_hiscore_table.h" // Para HiScoreEntry #include "options.h" // Para GameOptions, Options, options #include "param.h" // Para Param, param, ParamGame, ParamFade #include "path_sprite.h" // Para PathSprite, Path, PathType #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "section.h" // Para Name, name, Options, options #include "sprite.h" // Para Sprite #include "text.h" // Para Text, TEXT_SHADOW, TEXT_COLOR #include "texture.h" // Para Texture #include "utils.h" // Para Color, easeOutQuint, fade_color, Zone // Constructor HiScoreTable::HiScoreTable() : renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique()), background_(std::make_unique()), counter_(0), ticks_(0), view_area_(SDL_FRect{0, 0, static_cast(param.game.width), static_cast(param.game.height)}), fade_mode_(FadeMode::IN), background_fade_color_(Color(0, 0, 0)) { // Inicializa el resto section::name = section::Name::HI_SCORE_TABLE; SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND); initFade(); initBackground(); iniEntryColors(); createSprites(); } // Destructor HiScoreTable::~HiScoreTable() { SDL_DestroyTexture(backbuffer_); options.game.clear_last_hi_score_entries(); } // Actualiza las variables void HiScoreTable::update() { if (SDL_GetTicks() - ticks_ > param.game.speed) { // Actualiza el contador de ticks ticks_ = SDL_GetTicks(); // Mantiene la música sonando updateMusic(); // Actualiza las posiciones de los sprites de texto updateSprites(); // Actualiza el fondo background_->update(); // Gestiona el fade updateFade(); // Gestiona el contador y sus eventos updateCounter(); // Dibuja los sprites en la textura fillTexture(); // Actualiza el objeto screen Screen::get()->update(); // Actualiza las variables de globalInputs globalInputs::update(); } } // Dibuja los sprites en la textura void HiScoreTable::fillTexture() { // Pinta en el backbuffer el texto y los sprites auto temp = SDL_GetRenderTarget(renderer_); SDL_SetRenderTarget(renderer_, backbuffer_); SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0); SDL_RenderClear(renderer_); // Escribe el texto: Mejores puntuaciones header_->render(); // Escribe los nombres de la tabla de puntuaciones for (auto const &entry : entry_names_) { entry->render(); } // Cambia el destino de renderizado SDL_SetRenderTarget(renderer_, temp); } // Pinta en pantalla void HiScoreTable::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clean(bg_color); // Pinta el fondo background_->render(); // Establece la ventana del backbuffer view_area_.y = std::max(0.0f, param.game.height - counter_ + 100); // Copia el backbuffer al renderizador SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_); // Renderiza el fade fade_->render(); // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Comprueba los eventos void HiScoreTable::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { globalEvents::check(event); } } // Comprueba las entradas void HiScoreTable::checkInput() { globalInputs::check(); } // Bucle para la pantalla de instrucciones void HiScoreTable::run() { while (section::name == section::Name::HI_SCORE_TABLE) { checkInput(); update(); checkEvents(); // Tiene que ir antes del render render(); } } // Gestiona el fade void HiScoreTable::updateFade() { fade_->update(); if (fade_->hasEnded() && fade_mode_ == FadeMode::IN) { fade_->reset(); fade_mode_ = FadeMode::OUT; fade_->setMode(fade_mode_); } if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT) { section::name = (section::options == section::Options::HI_SCORE_AFTER_PLAYING) ? section::Name::TITLE : section::Name::INSTRUCTIONS; section::options = section::Options::NONE; } } // Convierte un entero a un string con separadores de miles std::string HiScoreTable::format(int number) { const std::string separator = "."; const std::string score = std::to_string(number); auto index = (int)score.size() - 1; std::string result; auto i = 0; while (index >= 0) { result = score.at(index) + result; index--; i++; if (i == 3) { i = 0; result = separator + result; } } return result; } // Crea los sprites con los textos void HiScoreTable::createSprites() { auto header_text = Resource::get()->getText("04b_25_grey"); auto entry_text = Resource::get()->getText("smb2"); // Obtiene el tamaño de la textura float backbuffer_width; float backbuffer_height; SDL_GetTextureSize(backbuffer_, &backbuffer_width, &backbuffer_height); constexpr int ENTRY_LENGHT = 22; constexpr int MAX_NAMES = 10; const int space_between_header = entry_text->getCharacterSize() * 4; const int space_between_lines = entry_text->getCharacterSize() * 2; const int size = space_between_header + space_between_lines * (MAX_NAMES - 1) + entry_text->getCharacterSize(); const int first_line = (param.game.height - size) / 2; // Crea el sprite para el texto de cabecera header_ = std::make_unique(header_text->writeDXToTexture(TEXT_COLOR, lang::getText(42), -2, background_fade_color_.getInverse().lighten(25))); header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line); // Crea los sprites para las entradas en la tabla de puntuaciones const int animation = rand() % 4; const std::string sample_line(ENTRY_LENGHT + 3, ' '); auto sample_entry = std::make_unique(entry_text->writeDXToTexture(TEXT_SHADOW, sample_line, 1, orange_color, 1, shdw_txt_color)); const auto entry_width = sample_entry->getWidth(); for (int i = 0; i < MAX_NAMES; ++i) { const auto table_position = format(i + 1) + ". "; const auto score = format(options.game.hi_score_table.at(i).score); const auto num_dots = ENTRY_LENGHT - options.game.hi_score_table.at(i).name.size() - score.size(); const auto one_cc = options.game.hi_score_table.at(i).one_credit_complete ? " }" : ""; std::string dots; for (int j = 0; j < (int)num_dots; ++j) { dots = dots + "."; } const auto line = table_position + options.game.hi_score_table.at(i).name + dots + score + one_cc; entry_names_.emplace_back(std::make_shared(entry_text->writeDXToTexture(TEXT_SHADOW, line, 1, orange_color, 1, shdw_txt_color))); const int default_pos_x = (backbuffer_width - entry_width) / 2; const int pos_x = (i < 9) ? default_pos_x : default_pos_x - entry_text->getCharacterSize(); const int pos_y = (i * space_between_lines) + first_line + space_between_header; constexpr int steps = 80; switch (animation) { case 0: // Ambos lados alternativamente { if (i % 2 == 0) { entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint); entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0); } else { entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint); entry_names_.back()->setPosition(backbuffer_width, 0); } break; } case 1: // Entran por la izquierda { entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint); entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0); break; } case 2: // Entran por la derecha { entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint); entry_names_.back()->setPosition(backbuffer_width, 0); break; } case 3: // Entran desde la parte inferior { entry_names_.back()->addPath(backbuffer_height, pos_y, PathType::VERTICAL, pos_x, steps, easeOutQuint); entry_names_.back()->setPosition(0, backbuffer_height); } default: break; } } } // Actualiza las posiciones de los sprites de texto void HiScoreTable::updateSprites() { constexpr int init_counter = 190; const int counter_between_entries = 16; if (counter_ >= init_counter) { const int counter2 = counter_ - init_counter; if (counter2 % counter_between_entries == 0) { int index = counter2 / counter_between_entries; if (index < static_cast(entry_names_.size())) { entry_names_.at(index)->enable(); } } } for (auto const &entry : entry_names_) { entry->update(); } glowEntryNames(); } // Inicializa el fade void HiScoreTable::initFade() { fade_->setColor(fade_color.r, fade_color.g, fade_color.b); fade_->setType(FadeType::RANDOM_SQUARE); fade_->setPostDuration(param.fade.post_duration); fade_->setMode(fade_mode_); fade_->activate(); } // Inicializa el fondo void HiScoreTable::initBackground() { background_->setPos(param.game.game_area.rect); background_->setCloudsSpeed(-0.1f); const int lucky = rand() % 3; switch (lucky) { case 0: // Fondo verde { background_->setGradientNumber(2); background_->setTransition(0.0f); background_->setSunProgression(1.0f); background_->setMoonProgression(0.0f); background_fade_color_ = green_sky_color; break; } case 1: // Fondo naranja { background_->setGradientNumber(1); background_->setTransition(0.0f); background_->setSunProgression(0.65f); background_->setMoonProgression(0.0f); background_fade_color_ = pink_sky_color; break; } case 2: // Fondo azul { background_->setGradientNumber(0); background_->setTransition(0.0f); background_->setSunProgression(0.0f); background_->setMoonProgression(0.0f); background_fade_color_ = blue_sky_color; break; } default: break; } } // Obtiene un color del vector de colores de entradas Color HiScoreTable::getEntryColor(int counter_) { int cycle_length = entry_colors_.size() * 2 - 2; size_t n = counter_ % cycle_length; size_t index; if (n < entry_colors_.size()) { index = n; // Avanza: 0,1,2,3 } else { index = 2 * (entry_colors_.size() - 1) - n; // Retrocede: 2,1 } return entry_colors_[index]; } // Inicializa los colores de las entradas void HiScoreTable::iniEntryColors() { entry_colors_.clear(); entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(75)); entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(50)); entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(25)); entry_colors_.emplace_back(background_fade_color_.getInverse()); } // Hace brillar los nombres de la tabla de records void HiScoreTable::glowEntryNames() { const Color entry_color = getEntryColor(counter_ / 5); for (const auto &entry_index : options.game.last_hi_score_entry) { if (entry_index != -1) { entry_names_.at(entry_index)->getTexture()->setColor(entry_color); } } } // Gestiona la musica void HiScoreTable::updateMusic() { if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED)) { JA_PlayMusic(Resource::get()->getMusic("title.ogg")); } } // Gestiona el contador void HiScoreTable::updateCounter() { counter_++; if (counter_ == 150) { background_->setColor(background_fade_color_.darken()); background_->setAlpha(96); } if (counter_ == COUNTER_END_) { fade_->activate(); } }