#include "scoreboard.h" #include // Para SDL_BLENDMODE_BLEND #include // Para SDL_PIXELFORMAT_RGBA8888 #include // Para SDL_GetTicks #include // Para roundf #include // Para operator<<, setfill, setw #include // Para basic_ostream, basic_ostringstream #include "lang.h" // Para getText #include "resource.h" // Para Resource #include "screen.h" // Para Screen #include "sprite.h" // Para Sprite #include "text.h" // Para Text #include "enter_name.h" // Para NAME_LENGHT #include // [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_(Resource::get()->getText("8bithud")) { // 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(); // Inicializa el vector de colores para el nombre iniNameColors(); } 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 7 cifras std::string Scoreboard::updateScoreText(int num) { std::ostringstream oss; oss << std::setw(7) << std::setfill('0') << num; return oss.str(); } // Actualiza el contador void Scoreboard::updateTimeCounter() { constexpr int TICKS_SPEED = 100; if (SDL_GetTicks() - ticks_ > TICKS_SPEED) { ticks_ = SDL_GetTicks(); ++time_counter_; } } // Actualiza la lógica del marcador void Scoreboard::update() { fillBackgroundTexture(); updateTimeCounter(); ++loop_counter_; } // Pinta el marcador void Scoreboard::render() { SDL_RenderCopy(renderer_, background_, nullptr, &rect_); } // Establece el valor de la variable void Scoreboard::setColor(Color color) { color_ = color; fillBackgroundTexture(); } // Establece el valor de la variable void Scoreboard::setPos(SDL_Rect rect) { 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 auto temp = SDL_GetRenderTarget(renderer_); // Genera el contenido de cada panel_ for (size_t 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, "x" + 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 (time_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 (time_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 (time_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)); const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - "; text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, 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}; // Recorre todos los slots de letras del nombre for (size_t j = 0; j < MAX_NAME_LENGHT; ++j) { // Selecciona el color const Color color = j < selector_pos_[i] ? orange_soft_color.lighten() : Color(0xFF, 0xFF, 0xEB); if (j != selector_pos_[i] || time_counter_ % 3 == 0) { // Dibuja la linea if (j >= selector_pos_[i]) { SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 255); SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h); } // Dibuja la letra if (j < record_name_->size()) { text_scoreboard_->writeColored(rect.x, rect.y, record_name_[i].substr(j, 1), color); } } rect.x += 7; } } break; } case ScoreboardMode::SHOW_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])); // NAME text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106)); text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5)); break; } case ScoreboardMode::GAME_COMPLETED: { // GAME OVER text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText(102)); // SCORE if (time_counter_ % 10 < 8) { text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText(120)); text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[i])); } } 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 panel_width = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS; for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i) { panel_[i].pos.x = roundf(panel_width * i); panel_[i].pos.y = 0; panel_[i].pos.w = roundf(panel_width * (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 row_size = rect_.h / 4; const int text_height = 7; // Filas const int row1 = (row_size * 0) + (text_height / 2); const int row2 = (row_size * 1) + (text_height / 2) - 1; const int row3 = (row_size * 2) + (text_height / 2) - 2; const int row4 = (row_size * 3) + (text_height / 2) - 3; // Columna const int col = panel_width / 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 enter_name_lenght = text_scoreboard_->lenght(std::string(MAX_NAME_LENGHT, 'A')); enter_name_pos_.x = col - (enter_name_lenght / 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); } } // 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); } // Inicializa el vector de colores para el nombre void Scoreboard::iniNameColors() { name_colors_.clear(); name_colors_.emplace_back(green_color.lighten(50)); name_colors_.emplace_back(green_color.lighten(25)); name_colors_.emplace_back(green_color); name_colors_.emplace_back(green_color.darken(25)); }