#include "title.h" #include // Para SDL_GetTicks, Uint32, SDL_EventType #include // Para size_t #include // Para find_if #include // Para basic_ostream, basic_ostream::operator<< #include // Para basic_string, char_traits, operator+ #include // Para vector #include "audio.h" // Para Audio #include "define_buttons.h" // Para DefineButtons #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, INPUT_DO_NOT_ALLOW_REPEAT, Input... #include "lang.h" // Para getText #include "notifier.h" // Para Notifier #include "options.h" // Para GamepadOptions, controllers, getPlayerW... #include "param.h" // Para Param, param, ParamGame, ParamTitle #include "player.h" // Para Player, PlayerState #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "section.h" // Para Name, name, Options, options, AttractMode #include "sprite.h" // Para Sprite #include "text.h" // Para TEXT_CENTER, TEXT_SHADOW, Text #include "tiled_bg.h" // Para TiledBG, TiledBGMode #include "ui/service_menu.h" // Para ServiceMenu #include "utils.h" // Para Color, Zone, NO_TEXT_COLOR, TITLE_SHADO... class Texture; #ifdef DEBUG #include // Para operator<<, setfill, setw #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"))), define_buttons_(std::make_unique()), num_controllers_(Input::get()->getNumControllers()), state_(TitleState::LOGO_ANIMATING) { // Configura objetos tiled_bg_->setColor(param.title.bg_color); 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(FadeType::RANDOM_SQUARE); fade_->setPostDuration(param.fade.post_duration); 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 / 5 * 4) + BLOCK; mini_logo_sprite_->setY(anchor_.mini_logo); anchor_.copyright_text = anchor_.mini_logo + mini_logo_sprite_->getHeight() + 3; } // Destructor Title::~Title() { Audio::get()->stopAllSounds(); if (Section::name == Section::Name::LOGO) { Audio::get()->fadeOutMusic(300); } } // Actualiza las variables del objeto void Title::update() { if (SDL_GetTicks() - ticks_ > param.game.speed) { ticks_ = SDL_GetTicks(); updateFade(); updateState(); updateStartPrompt(); updatePlayers(); Screen::get()->update(); } } // Dibuja el objeto en pantalla void Title::render() { Screen::get()->start(); Screen::get()->clean(); tiled_bg_->render(); game_logo_->render(); renderPlayers(); renderStartPrompt(); renderCopyright(); define_buttons_->render(); fade_->render(); Screen::get()->render(); } // Comprueba los eventos void Title::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { #ifdef DEBUG if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 1) { static Color color_ = param.title.bg_color; switch (event.key.key) { case SDLK_A: if (color_.r < 255) ++color_.r; break; case SDLK_Z: if (color_.r > 0) --color_.r; break; case SDLK_S: if (color_.g < 255) ++color_.g; break; case SDLK_X: if (color_.g > 0) --color_.g; break; case SDLK_D: if (color_.b < 255) ++color_.b; break; case SDLK_C: if (color_.b > 0) --color_.b; break; case SDLK_F: if (color_.r < 255) ++color_.r; if (color_.g < 255) ++color_.g; if (color_.b < 255) ++color_.b; break; case SDLK_V: if (color_.r > 0) --color_.r; if (color_.g > 0) --color_.g; if (color_.b > 0) --color_.b; break; default: break; } counter_ = 0; tiled_bg_->setColor(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 << std::endl; } #endif if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0) { switch (event.key.key) { case SDLK_1: // Redefine los botones del mando #0 define_buttons_->enable(0); resetCounter(); break; case SDLK_2: // Redefine los botones del mando #1 define_buttons_->enable(1); resetCounter(); break; case SDLK_3: // Intercambia los mandos entre los dos jugadores swapControllers(); resetCounter(); break; case SDLK_4: // Intercambia la asignación del teclado swapKeyboard(); resetCounter(); break; case SDLK_5: // Muestra la asignación de mandos y teclado showControllers(); resetCounter(); break; default: break; } } GlobalEvents::check(event); define_buttons_->checkEvents(event); } } // Comprueba las entradas void Title::checkInput() { // Comprueba las entradas solo si no se estan definiendo los botones if (define_buttons_->isEnabled()) return; Input::get()->update(); if (!ServiceMenu::get()->isEnabled()) { // Comprueba todos los métodos de control for (const auto &controller : Options::controllers) { // Boton START if (Input::get()->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index)) { if ((state_ != TitleState::LOGO_ANIMATING || ALLOW_TITLE_ANIMATION_SKIP)) { if (controller.player_id == 1) { if (!player1_start_pressed_) { player1_start_pressed_ = true; getPlayer(1)->setPlayingState(PlayerState::TITLE_ANIMATION); setState(TitleState::START_HAS_BEEN_PRESSED); counter_ = 0; } } if (controller.player_id == 2) { if (!player2_start_pressed_) { player2_start_pressed_ = true; getPlayer(2)->setPlayingState(PlayerState::TITLE_ANIMATION); setState(TitleState::START_HAS_BEEN_PRESSED); counter_ = 0; } } } } } } // Comprueba los inputs que se pueden introducir en cualquier sección del juego GlobalInputs::check(); } // Bucle para el titulo del juego void Title::run() { while (Section::name == Section::Name::TITLE) { checkInput(); update(); checkEvents(); // Tiene que ir antes del render render(); } } // Reinicia el contador interno void Title::resetCounter() { counter_ = 0; } // Intercambia la asignación de mandos a los jugadores void Title::swapControllers() { if (Input::get()->getNumControllers() == 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(Options::getPlayerWhoUsesKeyboard()) + ": " + Lang::getText("[DEFINE_BUTTONS] KEYBOARD"); Notifier::get()->show({text}); } // Muestra información sobre los controles y los jugadores void Title::showControllers() { // Crea vectores de texto vacíos para un número máximo de mandos constexpr size_t NUM_CONTROLLERS = 2; std::vector text(NUM_CONTROLLERS); std::vector player_controller_index(NUM_CONTROLLERS, -1); // Obtiene de cada jugador el índice del mando que tiene asignado for (size_t i = 0; i < NUM_CONTROLLERS; ++i) { // Ejemplo: el jugador 1 tiene el mando 2 player_controller_index.at(Options::controllers.at(i).player_id - 1) = i; } // Genera el texto correspondiente for (size_t i = 0; i < NUM_CONTROLLERS; ++i) { const size_t INDEX = player_controller_index.at(i); if (Options::controllers.at(INDEX).plugged) { text.at(i) = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(i + 1) + ": " + Options::controllers.at(INDEX).name; } } // Muestra la notificación Notifier::get()->show({text.at(0), text.at(1)}); } // 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() { // Establece la lógica según el estado switch (state_) { case TitleState::LOGO_ANIMATING: { game_logo_->update(); if (game_logo_->hasFinished()) { setState(TitleState::LOGO_FINISHED); } break; } case TitleState::LOGO_FINISHED: { // El contador solo sube si no estamos definiendo botones counter_ = define_buttons_->isEnabled() ? 0 : counter_ + 1; // Actualiza el logo con el título del juego game_logo_->update(); // Actualiza el mosaico de fondo tiled_bg_->update(); if (counter_ == param.title.title_duration) { // El menu ha hecho time out fade_->setPostDuration(0); fade_->activate(); selection_ = Section::Options::TITLE_TIME_OUT; } break; } case TitleState::START_HAS_BEEN_PRESSED: { // Actualiza el logo con el título del juego game_logo_->update(); // Actualiza el mosaico de fondo tiled_bg_->update(); if (counter_ == 100) { fade_->activate(); } ++counter_; break; } default: break; } } void Title::updateStartPrompt() { constexpr Uint32 LOGO_BLINK_PERIOD = 833; // milisegundos constexpr Uint32 LOGO_BLINK_ON_TIME = 583; // 833 - 250 constexpr Uint32 START_BLINK_PERIOD = 167; constexpr Uint32 START_BLINK_ON_TIME = 83; // 167 - 83 Uint32 time_ms = SDL_GetTicks(); bool condition_met = false; if (!define_buttons_->isEnabled()) { switch (state_) { case TitleState::LOGO_FINISHED: condition_met = (time_ms % LOGO_BLINK_PERIOD) >= (LOGO_BLINK_PERIOD - LOGO_BLINK_ON_TIME); break; case TitleState::START_HAS_BEEN_PRESSED: condition_met = (time_ms % START_BLINK_PERIOD) >= (START_BLINK_PERIOD - START_BLINK_ON_TIME); break; default: break; } } 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, NO_TEXT_COLOR, 1, TITLE_SHADOW_TEXT_COLOR); } } void Title::renderCopyright() { if (state_ != TitleState::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, TEXT_COPYRIGHT, 1, NO_TEXT_COLOR, 1, TITLE_SHADOW_TEXT_COLOR); } } // Cambia el estado void Title::setState(TitleState state) { if (state_ == state) return; state_ = state; switch (state_) { case TitleState::LOGO_ANIMATING: break; case TitleState::LOGO_FINISHED: Audio::get()->playMusic("title.ogg"); break; case TitleState::START_HAS_BEEN_PRESSED: Audio::get()->fadeOutMusic(1500); 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> player_texture; player_texture.emplace_back(Resource::get()->getTexture("player1.gif")); player_texture.emplace_back(Resource::get()->getTexture("player1_power.png")); player_textures.push_back(player_texture); } // Texturas - Player2 { std::vector> player_texture; player_texture.emplace_back(Resource::get()->getTexture("player2.gif")); player_texture.emplace_back(Resource::get()->getTexture("player2_power.png")); player_textures.push_back(player_texture); } // 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 constexpr int PLAYER_WIDTH = 32; constexpr int PLAYER_HEIGHT = 32; const int Y = param.title.press_start_position - (PLAYER_HEIGHT / 2); constexpr bool DEMO = false; players_.emplace_back(std::make_unique(1, param.game.game_area.center_x - (PLAYER_WIDTH / 2), Y, DEMO, param.game.play_area.rect, player_textures.at(0), player_animations)); players_.back()->setPlayingState(PlayerState::TITLE_HIDDEN); players_.emplace_back(std::make_unique(2, param.game.game_area.center_x - (PLAYER_WIDTH / 2), Y, DEMO, param.game.play_area.rect, player_textures.at(1), player_animations)); players_.back()->setPlayingState(PlayerState::TITLE_HIDDEN); } // Actualza los jugadores void Title::updatePlayers() { for (auto &player : players_) { player->update(); } } // Renderiza los jugadores void Title::renderPlayers() { for (auto const &player : players_) { player->render(); } } // Obtiene un jugador a partir de su "id" std::shared_ptr Title::getPlayer(int id) { auto it = std::find_if(players_.begin(), players_.end(), [id](const auto &player) { return player->getId() == id; }); if (it != players_.end()) { return *it; } return nullptr; }