#include "scoreboard.h" #include // for SDL_BLENDMODE_BLEND #include // for SDL_PIXELFORMAT_RGBA8888 #include // for SDL_GetTicks #include // for roundf #include #include #include "asset.h" // for Asset #include "lang.h" // for getText #include "resource.h" // for Resource #include "screen.h" #include "sprite.h" // for Sprite #include "text.h" // for Text #include "texture.h" // for Texture // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado Scoreboard *Scoreboard::scoreboard_ = nullptr; // [SINGLETON] Crearemos el objeto score_board con esta función estática void Scoreboard::init() { Scoreboard::scoreboard_ = new Scoreboard(); } // [SINGLETON] Destruiremos el objeto score_board con esta función estática void Scoreboard::destroy() { delete Scoreboard::scoreboard_; } // [SINGLETON] Con este método obtenemos el objeto score_board y podemos trabajar con él Scoreboard *Scoreboard::get() { return Scoreboard::scoreboard_; } // Constructor Scoreboard::Scoreboard() : renderer_(Screen::get()->getRenderer()), game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")), power_meter_sprite_(std::make_unique(game_power_meter_texture_)), text_scoreboard_(std::make_unique(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"))) { // Inicializa variables for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) { name_[i].clear(); record_name_[i].clear(); selector_pos_[i] = 0; score_[i] = 0; mult_[i] = 0; continue_counter_[i] = 0; } panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE; panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE; panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO; // Recalcula las anclas de los elementos recalculateAnchors(); power_meter_sprite_->setPosition({slot4_2_.x - 20, slot4_2_.y, 40, 7}); // Crea la textura de fondo background_ = nullptr; createBackgroundTexture(); // Crea las texturas de los paneles createPanelTextures(); // Rellena la textura de fondo fillBackgroundTexture(); } Scoreboard::~Scoreboard() { if (background_) { SDL_DestroyTexture(background_); } for (auto texture : panel_texture_) { if (texture) { SDL_DestroyTexture(texture); } } } // Transforma un valor numérico en una cadena de 6 cifras std::string Scoreboard::updateScoreText(int num) { std::ostringstream oss; oss << std::setw(8) << std::setfill('0') << num; return oss.str(); } // Actualiza el contador void Scoreboard::updateCounter() { constexpr int TICKS_SPEED = 100; if (SDL_GetTicks() - ticks_ > TICKS_SPEED) { ticks_ = SDL_GetTicks(); counter_++; } } // Actualiza la lógica del marcador void Scoreboard::update() { fillBackgroundTexture(); updateCounter(); } // Pinta el marcador void Scoreboard::render() { SDL_RenderCopy(renderer_, background_, nullptr, &rect_); } // Establece el valor de la variable void Scoreboard::setName(int panel_, const std::string &name_) { this->name_[panel_] = name_; } // Establece el valor de la variable void Scoreboard::setRecordName(int panel_, const std::string &record_name_) { this->record_name_[panel_] = record_name_; } // Establece el valor de la variable void Scoreboard::setSelectorPos(int panel_, int pos) { selector_pos_[panel_] = pos; } // Establece el valor de la variable void Scoreboard::setScore(int panel_, int score_) { this->score_[panel_] = score_; } // Establece el valor de la variable void Scoreboard::setMult(int panel_, float mult_) { this->mult_[panel_] = mult_; } // Establece el valor de la variable void Scoreboard::setContinue(int panel_, int value) { continue_counter_[panel_] = value; } // Establece el valor de la variable void Scoreboard::setStage(int stage_) { this->stage_ = stage_; } // Establece el valor de la variable void Scoreboard::setHiScore(int hi_score_) { this->hi_score_ = hi_score_; } // Establece el valor de la variable void Scoreboard::setPower(float power_) { this->power_ = power_; } // Establece el valor de la variable void Scoreboard::setHiScoreName(const std::string &name_) { hi_score_name_ = name_; } // Establece el valor de la variable void Scoreboard::setColor(Color color_) { this->color_ = color_; fillBackgroundTexture(); } // Establece el valor de la variable void Scoreboard::setPos(SDL_Rect rect_) { this->rect_ = rect_; // Recalcula las anclas de los elementos recalculateAnchors(); // 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_, panel_texture_[i]); // Dibuja el fondo de la textura SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0); SDL_RenderClear(renderer_); switch (panel_[i].mode) { case ScoreboardMode::SCORE: { // SCORE text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]); text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i])); // MULT text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(55)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(mult_[i]).substr(0, 3)); break; } case ScoreboardMode::DEMO: { // DEMO MODE text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(101)); // PRESS START TO PLAY if (counter_ % 10 < 8) { text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(103)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(104)); } break; } case ScoreboardMode::WAITING: { // GAME OVER text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(102)); // PRESS START TO PLAY if (counter_ % 10 < 8) { text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(103)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(104)); } break; } case ScoreboardMode::GAME_OVER: { // GAME OVER text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(102)); // PLEASE WAIT if (counter_ % 10 < 8) { text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(114)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText(115)); } break; } case ScoreboardMode::STAGE_INFO: { // STAGE text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText(57) + std::to_string(stage_)); // POWERMETER power_meter_sprite_->setSpriteClip(0, 0, 40, 7); power_meter_sprite_->render(); power_meter_sprite_->setSpriteClip(40, 0, int(power_ * 40.0f), 7); power_meter_sprite_->render(); // HI-SCORE text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(56)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, hi_score_name_ + " - " + updateScoreText(hi_score_)); break; } case ScoreboardMode::CONTINUE: { // SCORE text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]); text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i])); // CONTINUE text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(105)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i])); break; } case ScoreboardMode::ENTER_NAME: { // SCORE text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, name_[i]); text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i])); // ENTER NAME text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106)); SDL_Rect rect = {enter_name_pos_.x, enter_name_pos_.y, 5, 7}; SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xEB, 255); for (int j = 0; j < (int)record_name_[i].size(); ++j) { if (j == selector_pos_[i]) { // La letra seleccionada se pinta de forma intermitente if (counter_ % 3 > 0) { SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h); text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1)); } } else { SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h); text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1)); } rect.x += 7; } 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_); // Dibuja el fondo del marcador SDL_SetRenderDrawColor(renderer_, color_.r, color_.g, color_.b, 255); SDL_RenderClear(renderer_); // Copia las texturas de los paneles for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) { SDL_RenderCopy(renderer_, panel_texture_[i], nullptr, &panel_[i].pos); } // Dibuja la linea que separa la zona de juego del marcador renderSeparator(); // Deja el renderizador apuntando donde estaba SDL_SetRenderTarget(renderer_, temp); } // Recalcula las anclas de los elementos void Scoreboard::recalculateAnchors() { // Recalcula la posición y el tamaño de los paneles const float panelWidth = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS; for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) { panel_[i].pos.x = roundf(panelWidth * i); panel_[i].pos.y = 0; panel_[i].pos.w = roundf(panelWidth * (i + 1)) - panel_[i].pos.x; 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; // Columna const int col = panelWidth / 2; // Slots de 4 slot4_1_ = {col, row1}; slot4_2_ = {col, row2}; slot4_3_ = {col, row3}; slot4_4_ = {col, row4}; // Primer cuadrado para poner el nombre de record const int enterNameLenght = 8 * 7; enter_name_pos_.x = (panelWidth - enterNameLenght) / 2; enter_name_pos_.y = row4; // Recoloca los sprites if (power_meter_sprite_) { power_meter_sprite_->setX(slot4_2_.x - 20); power_meter_sprite_->setY(slot4_2_.y); } } // Establece el modo del marcador void Scoreboard::setMode(int index, ScoreboardMode 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 : panel_texture_) { if (texture != nullptr) { SDL_DestroyTexture(texture); } } panel_texture_.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, panel_[i].pos.w, panel_[i].pos.h); SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND); panel_texture_.push_back(tex); } } // Dibuja la linea que separa la zona de juego del marcador void Scoreboard::renderSeparator() { // Dibuja la linea que separa el marcador de la zona de juego SDL_SetRenderDrawColor(renderer_, separator_color.r, separator_color.g, separator_color.b, 255); SDL_RenderDrawLine(renderer_, 0, 0, rect_.w, 0); }