#include "title.h" #include // Para SDL_GetTicks, Uint32, SDL_Event, SDL_PollEvent, SDL_EventType #include // Para max, find_if #include // Para operator+, char_traits, to_string, string, basic_string #include // Para vector #include "audio.h" // Para Audio #include "color.h" // Para Colors::NO_COLOR_MOD, Colors::TITLE_SHADOW_TEXT #include "fade.h" // Para Fade, FadeType #include "game_logo.h" // Para GameLogo #include "global_events.h" // Para check #include "global_inputs.h" // Para check #include "input.h" // Para Input #include "input_types.h" // Para InputAction #include "lang.h" // Para getText #include "options.h" // Para Gamepad, GamepadManager, gamepad_manager, Settings, settings, Keyboard, keyboard, getPlayerWhoUsesKeyboard, swapControllers, swapKeyboard #include "param.h" // Para Param, param, ParamGame, ParamTitle, ParamFade #include "player.h" // Para Player #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode #include "sprite.h" // Para Sprite #include "text.h" // Para Text #include "tiled_bg.h" // Para TiledBG, TiledBGMode #include "ui/notifier.h" // Para Notifier #include "ui/service_menu.h" // Para ServiceMenu #include "utils.h" // Para Zone, BLOCK class Texture; #ifdef _DEBUG #include // Para operator<<, setfill, setw #include #endif // Constructor Title::Title() : text_(Resource::get()->getText("smb2_grad")), fade_(std::make_unique()), tiled_bg_(std::make_unique(param.game.game_area.rect, TiledBGMode::RANDOM)), game_logo_(std::make_unique(param.game.game_area.center_x, param.title.title_c_c_position)), mini_logo_sprite_(std::make_unique(Resource::get()->getTexture("logo_jailgames_mini.png"))), state_(State::LOGO_ANIMATING), num_controllers_(Input::get()->getNumGamepads()) { // Configura objetos tiled_bg_->setColor(param.title.bg_color); tiled_bg_->setSpeed(0.0F); game_logo_->enable(); mini_logo_sprite_->setX(param.game.game_area.center_x - (mini_logo_sprite_->getWidth() / 2)); fade_->setColor(param.fade.color); fade_->setType(Fade::Type::RANDOM_SQUARE2); fade_->setPostDuration(param.fade.post_duration_ms); initPlayers(); // Asigna valores a otras variables Section::options = Section::Options::TITLE_1; const bool IS_TITLE_TO_DEMO = (Section::attract_mode == Section::AttractMode::TITLE_TO_DEMO); next_section_ = IS_TITLE_TO_DEMO ? Section::Name::GAME_DEMO : Section::Name::LOGO; Section::attract_mode = IS_TITLE_TO_DEMO ? Section::AttractMode::TITLE_TO_LOGO : Section::AttractMode::TITLE_TO_DEMO; // Define los anclajes de los elementos anchor_.mini_logo = (param.game.height / MINI_LOGO_Y_DIVISOR * MINI_LOGO_Y_FACTOR) + BLOCK; mini_logo_sprite_->setY(anchor_.mini_logo); anchor_.copyright_text = anchor_.mini_logo + mini_logo_sprite_->getHeight() + COPYRIGHT_TEXT_SPACING; } // Destructor Title::~Title() { Audio::get()->stopAllSounds(); if (Section::name == Section::Name::LOGO) { Audio::get()->fadeOutMusic(MUSIC_FADE_OUT_SHORT_MS); } // Desregistra los jugadores de Options Options::keyboard.clearPlayers(); Options::gamepad_manager.clearPlayers(); } // Actualiza las variables del objeto void Title::update(float deltaTime) { static auto *const SCREEN = Screen::get(); SCREEN->update(deltaTime); // Actualiza el objeto screen Audio::update(); // Actualiza el objeto audio updateFade(); updateState(deltaTime); updateStartPrompt(deltaTime); for (auto& player : players_) { player->update(deltaTime); } } // Calcula el tiempo transcurrido desde el último frame float Title::calculateDeltaTime() { const Uint64 current_time = SDL_GetTicks(); const float delta_time = static_cast(current_time - last_time_) / 1000.0f; // Convert ms to seconds last_time_ = current_time; return delta_time; } // Dibuja el objeto en pantalla void Title::render() { static auto* const SCREEN = Screen::get(); SCREEN->start(); SCREEN->clean(); tiled_bg_->render(); game_logo_->render(); renderPlayers(); renderStartPrompt(); renderCopyright(); fade_->render(); SCREEN->render(); } // Comprueba los eventos void Title::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_EVENT_KEY_DOWN) { handleKeyDownEvent(event); } GlobalEvents::handle(event); } } void Title::handleKeyDownEvent(const SDL_Event& event) { #ifdef _DEBUG bool is_repeat = static_cast(event.key.repeat) == 1; if (is_repeat) { handleDebugColorKeys(event.key.key); } #endif } #ifdef _DEBUG void Title::handleDebugColorKeys(SDL_Keycode key) { static Color color_ = param.title.bg_color; adjustColorComponent(key, color_); counter_time_ = 0.0f; tiled_bg_->setColor(color_); printColorValue(color_); } void Title::adjustColorComponent(SDL_Keycode key, Color& color) { switch (key) { case SDLK_A: incrementColorComponent(color.r); break; case SDLK_Z: decrementColorComponent(color.r); break; case SDLK_S: incrementColorComponent(color.g); break; case SDLK_X: decrementColorComponent(color.g); break; case SDLK_D: incrementColorComponent(color.b); break; case SDLK_C: decrementColorComponent(color.b); break; case SDLK_F: incrementAllComponents(color); break; case SDLK_V: decrementAllComponents(color); break; default: break; } } void Title::incrementColorComponent(uint8_t& component) { if (component < 255) { ++component; } } void Title::decrementColorComponent(uint8_t& component) { if (component > 0) { --component; } } void Title::incrementAllComponents(Color& color) { incrementColorComponent(color.r); incrementColorComponent(color.g); incrementColorComponent(color.b); } void Title::decrementAllComponents(Color& color) { decrementColorComponent(color.r); decrementColorComponent(color.g); decrementColorComponent(color.b); } void Title::printColorValue(const Color& color) { std::cout << "#" << std::hex << std::setw(2) << std::setfill('0') << (int)color.r << std::setw(2) << std::setfill('0') << (int)color.g << std::setw(2) << std::setfill('0') << (int)color.b << '\n'; } #endif // Comprueba las entradas void Title::checkInput() { Input::get()->update(); if (!ServiceMenu::get()->isEnabled()) { processControllerInputs(); processKeyboardStart(); } GlobalInputs::check(); } void Title::processKeyboardStart() { if (!canProcessStartButton()) { return; } const bool START_PRESSED = Input::get()->checkAction( Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD); if (START_PRESSED) { switch (Options::keyboard.player_id) { case Player::Id::PLAYER1: processPlayer1Start(); break; case Player::Id::PLAYER2: processPlayer2Start(); break; default: break; } } } void Title::processControllerInputs() { for (const auto& controller : Options::gamepad_manager) { if (isStartButtonPressed(&controller)) { handleStartButtonPress(&controller); } } } auto Title::isStartButtonPressed(const Options::Gamepad* controller) -> bool { return Input::get()->checkAction( Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, controller->instance); } void Title::handleStartButtonPress(const Options::Gamepad* controller) { if (!canProcessStartButton()) { return; } if (controller->player_id == Player::Id::PLAYER1) { processPlayer1Start(); } else if (controller->player_id == Player::Id::PLAYER2) { processPlayer2Start(); } } auto Title::canProcessStartButton() const -> bool { return (state_ != State::LOGO_ANIMATING || ALLOW_TITLE_ANIMATION_SKIP); } void Title::processPlayer1Start() { if (!player1_start_pressed_) { player1_start_pressed_ = true; activatePlayerAndSetState(Player::Id::PLAYER1); } } void Title::processPlayer2Start() { if (!player2_start_pressed_) { player2_start_pressed_ = true; activatePlayerAndSetState(Player::Id::PLAYER2); } } void Title::activatePlayerAndSetState(Player::Id player_id) { getPlayer(player_id)->setPlayingState(Player::State::TITLE_ANIMATION); setState(State::START_HAS_BEEN_PRESSED); counter_time_ = 0.0f; } // Bucle para el titulo del juego void Title::run() { last_time_ = SDL_GetTicks(); while (Section::name == Section::Name::TITLE) { const float delta_time = calculateDeltaTime(); checkInput(); update(delta_time); checkEvents(); // Tiene que ir antes del render render(); } } // Reinicia el contador interno void Title::resetCounter() { counter_time_ = 0.0f; } // Intercambia la asignación de mandos a los jugadores void Title::swapControllers() { if (Input::get()->getNumGamepads() == 0) { return; } Options::swapControllers(); showControllers(); } // Intercambia el teclado de jugador void Title::swapKeyboard() { Options::swapKeyboard(); std::string text = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast(Options::getPlayerWhoUsesKeyboard())) + ": " + Lang::getText("[DEFINE_BUTTONS] KEYBOARD"); Notifier::get()->show({text}); } // Muestra información sobre los controles y los jugadores void Title::showControllers() { // Crea los textos std::string text1 = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast(Player::Id::PLAYER1)) + ": " + Options::gamepad_manager.getGamepad(Player::Id::PLAYER1).name; std::string text2 = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast(Player::Id::PLAYER2)) + ": " + Options::gamepad_manager.getGamepad(Player::Id::PLAYER2).name; // Muestra la notificación Notifier::get()->show({text1, text2}); } // Actualiza el fade void Title::updateFade() { fade_->update(); if (fade_->hasEnded()) { const int COMBO = (player1_start_pressed_ ? 1 : 0) | (player2_start_pressed_ ? 2 : 0); switch (COMBO) { case 0: // Ningún jugador ha pulsado Start Section::name = next_section_; break; case 1: // Solo el jugador 1 ha pulsado Start Section::name = Section::Name::GAME; Section::options = Section::Options::GAME_PLAY_1P; Audio::get()->stopMusic(); break; case 2: // Solo el jugador 2 ha pulsado Start Section::name = Section::Name::GAME; Section::options = Section::Options::GAME_PLAY_2P; Audio::get()->stopMusic(); break; case 3: // Ambos jugadores han pulsado Start Section::name = Section::Name::GAME; Section::options = Section::Options::GAME_PLAY_BOTH; Audio::get()->stopMusic(); break; } } } // Actualiza el estado void Title::updateState(float deltaTime) { game_logo_->update(deltaTime); tiled_bg_->update(deltaTime); // Establece la lógica según el estado switch (state_) { case State::LOGO_ANIMATING: { if (game_logo_->hasFinished()) { setState(State::LOGO_FINISHED); } break; } case State::LOGO_FINISHED: { counter_time_ += deltaTime; if (counter_time_ >= param.title.title_duration) { // El menu ha hecho time out fade_->setPostDuration(0); fade_->activate(); selection_ = Section::Options::TITLE_TIME_OUT; } break; } case State::START_HAS_BEEN_PRESSED: { counter_time_ += deltaTime; if (counter_time_ >= START_PRESSED_DELAY_S) { fade_->activate(); } break; } default: break; } } void Title::updateStartPrompt(float deltaTime) { blink_accumulator_ += deltaTime; bool condition_met = false; float period = 0.0f; float on_time = 0.0f; switch (state_) { case State::LOGO_FINISHED: period = LOGO_BLINK_PERIOD_S; on_time = LOGO_BLINK_ON_TIME_S; break; case State::START_HAS_BEEN_PRESSED: period = START_BLINK_PERIOD_S; on_time = START_BLINK_ON_TIME_S; break; default: break; } if (period > 0.0f) { // Reset accumulator when it exceeds the period if (blink_accumulator_ >= period) { blink_accumulator_ -= period; } // Check if we're in the "on" time of the blink cycle condition_met = blink_accumulator_ >= (period - on_time); } should_render_start_prompt_ = condition_met; } void Title::renderStartPrompt() { if (should_render_start_prompt_) { text_->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, param.title.press_start_position, Lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"), 1, Colors::NO_COLOR_MOD, 1, Colors::TITLE_SHADOW_TEXT); } } void Title::renderCopyright() { if (state_ != State::LOGO_ANIMATING) { // Mini logo mini_logo_sprite_->render(); // Texto con el copyright text_->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, anchor_.copyright_text, std::string(TEXT_COPYRIGHT), 1, Colors::NO_COLOR_MOD, 1, Colors::TITLE_SHADOW_TEXT); } } // Cambia el estado void Title::setState(State state) { if (state_ == state) { return; } state_ = state; switch (state_) { case State::LOGO_ANIMATING: break; case State::LOGO_FINISHED: Audio::get()->playMusic("title.ogg"); tiled_bg_->changeSpeedTo(60.0F, 0.5F); blink_accumulator_ = 0.0f; // Resetea el timer para empezar el parpadeo desde el inicio break; case State::START_HAS_BEEN_PRESSED: Audio::get()->fadeOutMusic(MUSIC_FADE_OUT_LONG_MS); blink_accumulator_ = 0.0f; // Resetea el timer para empezar el parpadeo desde el inicio break; } } // Inicializa los jugadores void Title::initPlayers() { std::vector>> player_textures; // Vector con todas las texturas de los jugadores; std::vector> player_animations; // Vector con las animaciones del jugador // Texturas - Player1 std::vector> player1_textures; player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0")); player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1")); player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2")); player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3")); player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png")); player_textures.push_back(player1_textures); // Texturas - Player2 std::vector> player2_textures; player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0")); player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1")); player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2")); player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3")); player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png")); player_textures.push_back(player2_textures); // Animaciones -- Jugador player_animations.emplace_back(Resource::get()->getAnimation("player.ani")); player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani")); // Crea los dos jugadores const int Y = param.title.press_start_position - (Player::HEIGHT / 2); constexpr bool DEMO = false; Player::Config config_player1; config_player1.id = Player::Id::PLAYER1; config_player1.x = param.game.game_area.center_x - (Player::WIDTH / 2); config_player1.y = Y; config_player1.demo = DEMO; config_player1.play_area = ¶m.game.play_area.rect; config_player1.texture = player_textures.at(0); config_player1.animations = player_animations; config_player1.hi_score_table = &Options::settings.hi_score_table; config_player1.glowing_entry = &Options::settings.glowing_entries.at(static_cast(Player::Id::PLAYER1) - 1); players_.emplace_back(std::make_unique(config_player1)); players_.back()->setPlayingState(Player::State::TITLE_HIDDEN); Player::Config config_player2; config_player2.id = Player::Id::PLAYER2; config_player2.x = param.game.game_area.center_x - (Player::WIDTH / 2); config_player2.y = Y; config_player2.demo = DEMO; config_player2.play_area = ¶m.game.play_area.rect; config_player2.texture = player_textures.at(1); config_player2.animations = player_animations; config_player2.hi_score_table = &Options::settings.hi_score_table; config_player2.glowing_entry = &Options::settings.glowing_entries.at(static_cast(Player::Id::PLAYER2) - 1); players_.emplace_back(std::make_unique(config_player2)); players_.back()->setPlayingState(Player::State::TITLE_HIDDEN); // Registra los jugadores en Options for (const auto& player : players_) { Options::keyboard.addPlayer(player); Options::gamepad_manager.addPlayer(player); } } // Renderiza los jugadores void Title::renderPlayers() { for (auto const& player : players_) { player->render(); } } // Obtiene un jugador a partir de su "id" auto Title::getPlayer(Player::Id id) -> std::shared_ptr { auto it = std::ranges::find_if(players_, [id](const auto& player) { return player->getId() == id; }); if (it != players_.end()) { return *it; } return nullptr; }