// IWYU pragma: no_include #include "credits.hpp" #include // Para SDL_RenderFillRect, SDL_RenderTexture, SDL_SetRenderTarget, SDL_SetRenderDrawColor, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetTicks, SDL_GetRenderTarget, SDL_PixelFormat, SDL_PollEvent, SDL_RenderClear, SDL_RenderRect, SDL_SetTextureBlendMode, SDL_TextureAccess, SDL_BLENDMODE_BLEND, SDL_Event, Uint64 #include // Para max, min, clamp #include // Para array #include // Para abs #include // Para runtime_error #include // Para basic_string, string #include // Para string_view #include // Para vector #include "audio.hpp" // Para Audio #include "balloon_manager.hpp" // Para BalloonManager #include "color.hpp" // Para Color, SHADOW_TEXT, NO_COLOR_MOD #include "fade.hpp" // Para Fade #include "global_events.hpp" // Para handle #include "global_inputs.hpp" // Para check #include "input.hpp" // Para Input #include "lang.hpp" // Para getText #include "param.hpp" // Para Param, param, ParamGame, ParamFade #include "player.hpp" // Para Player #include "resource.hpp" // Para Resource #include "screen.hpp" // Para Screen #include "section.hpp" // Para Name, name #include "sprite.hpp" // Para Sprite #include "text.hpp" // Para Text #include "texture.hpp" // Para Texture #include "tiled_bg.hpp" // Para TiledBG, TiledBGMode #include "ui/service_menu.hpp" // Para ServiceMenu #include "utils.hpp" // Para Zone // Textos constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner"; // Constructor Credits::Credits() : balloon_manager_(std::make_unique(nullptr)), tiled_bg_(std::make_unique(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique()), fade_out_(std::make_unique()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast(param.game.width), static_cast(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast(param.game.width), static_cast(param.game.height))) { if (text_texture_ == nullptr) { throw std::runtime_error("Failed to create SDL texture for text."); } initVars(); startCredits(); } // Destructor Credits::~Credits() { SDL_DestroyTexture(text_texture_); SDL_DestroyTexture(canvas_); resetVolume(); Audio::get()->stopMusic(); // Desregistra los jugadores de Options Options::keyboard.clearPlayers(); Options::gamepad_manager.clearPlayers(); } // Calcula el deltatime auto Credits::calculateDeltaTime() -> float { const Uint64 CURRENT_TIME = SDL_GetTicks(); const float DELTA_TIME = static_cast(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos last_time_ = CURRENT_TIME; return DELTA_TIME; } // Bucle principal void Credits::run() { last_time_ = SDL_GetTicks(); while (Section::name == Section::Name::CREDITS) { checkInput(); const float DELTA_TIME = calculateDeltaTime(); update(DELTA_TIME); checkEvents(); // Tiene que ir antes del render render(); } } // Actualiza las variables (time-based puro - sin conversión frame-based) void Credits::update(float delta_time) { const float MULTIPLIER = want_to_pass_ ? FAST_FORWARD_MULTIPLIER : 1.0F; const float ADJUSTED_DELTA_TIME = delta_time * MULTIPLIER; static auto* const SCREEN = Screen::get(); SCREEN->update(delta_time); // Actualiza el objeto screen Audio::update(); // Actualiza el objeto audio tiled_bg_->update(ADJUSTED_DELTA_TIME); cycleColors(ADJUSTED_DELTA_TIME); balloon_manager_->update(ADJUSTED_DELTA_TIME); updateTextureDstRects(ADJUSTED_DELTA_TIME); throwBalloons(ADJUSTED_DELTA_TIME); updatePlayers(ADJUSTED_DELTA_TIME); updateAllFades(ADJUSTED_DELTA_TIME); fillCanvas(); } // Dibuja Credits::en patalla void Credits::render() { static auto* const SCREEN = Screen::get(); SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego SDL_RenderTexture(SCREEN->getRenderer(), canvas_, nullptr, nullptr); // Copia la textura con la zona de juego a la pantalla SCREEN->render(); // Vuelca el contenido del renderizador en pantalla } // Comprueba el manejador de eventos void Credits::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { GlobalEvents::handle(event); } } // Comprueba las entradas void Credits::checkInput() { Input::get()->update(); if (!ServiceMenu::get()->isEnabled()) { // Comprueba si se ha pulsado cualquier botón (de los usados para jugar) if (Input::get()->checkAnyButton(Input::ALLOW_REPEAT)) { want_to_pass_ = true; fading_ = mini_logo_on_position_; } else { want_to_pass_ = false; } } // Comprueba los inputs que se pueden introducir en cualquier sección del juego GlobalInputs::check(); } // Crea la textura con el texto void Credits::fillTextTexture() { auto text = Resource::get()->getText("smb2"); auto text_grad = Resource::get()->getText("smb2_grad"); SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); const std::array TEXTS = { Lang::getText("[CREDITS] PROGRAMMED_AND_DESIGNED_BY"), Lang::getText("[CREDITS] PIXELART_DRAWN_BY"), Lang::getText("[CREDITS] MUSIC_COMPOSED_BY"), Lang::getText("[CREDITS] SOUND_EFFECTS"), "JAILDESIGNER", "JAILDOCTOR", "ERIC MATYAS (SOUNDIMAGE.ORG)", "WWW.THEMOTIONMONKEY.CO.UK", "WWW.KENNEY.NL", "JAILDOCTOR", "JAILDESIGNER"}; const int SPACE_POST_TITLE = 3 + text->getCharacterSize(); const int SPACE_PRE_TITLE = text->getCharacterSize() * 4; const int TEXTS_HEIGHT = (1 * text->getCharacterSize()) + (8 * SPACE_POST_TITLE) + (3 * SPACE_PRE_TITLE); const int POS_X = static_cast(param.game.game_area.center_x); credits_rect_dst_.h = credits_rect_src_.h = static_cast(TEXTS_HEIGHT); auto text_style = Text::Style(Text::CENTER | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT); // PROGRAMMED_AND_DESIGNED_BY int y = 0; text_grad->writeStyle(POS_X, y, TEXTS.at(0), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(4), text_style); // PIXELART_DRAWN_BY y += SPACE_PRE_TITLE; text_grad->writeStyle(POS_X, y, TEXTS.at(1), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(4), text_style); // MUSIC_COMPOSED_BY y += SPACE_PRE_TITLE; text_grad->writeStyle(POS_X, y, TEXTS.at(2), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(5), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(6), text_style); // SOUND_EFFECTS y += SPACE_PRE_TITLE; text_grad->writeStyle(POS_X, y, TEXTS.at(3), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(7), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(8), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(9), text_style); y += SPACE_POST_TITLE; text->writeStyle(POS_X, y, TEXTS.at(10), text_style); // Mini logo y += SPACE_PRE_TITLE; mini_logo_rect_src_.y = static_cast(y); auto mini_logo_sprite = std::make_unique(Resource::get()->getTexture("logo_jailgames_mini.png")); mini_logo_sprite->setPosition(1 + POS_X - (mini_logo_sprite->getWidth() / 2), 1 + y); Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(Colors::SHADOW_TEXT.r, Colors::SHADOW_TEXT.g, Colors::SHADOW_TEXT.b); mini_logo_sprite->render(); mini_logo_sprite->setPosition(POS_X - (mini_logo_sprite->getWidth() / 2), y); Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255); mini_logo_sprite->render(); // Texto con el copyright y += mini_logo_sprite->getHeight() + 3; text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT); // Resetea el renderizador SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr); // Actualiza las variables mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize(); credits_rect_dst_.y = param.game.game_area.rect.h; mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30; mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2; } // Dibuja todos los sprites en la textura void Credits::fillCanvas() { // Cambia el destino del renderizador auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer()); SDL_SetRenderTarget(Screen::get()->getRenderer(), canvas_); // Dibuja el fondo, los globos y los jugadores tiled_bg_->render(); balloon_manager_->render(); renderPlayers(); // Dibuja los titulos de credito SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_); // Dibuja el mini_logo SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_); // Dibuja los rectangulos negros SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF); SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_); SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_); // Dibuja el rectangulo rojo drawBorderRect(); // Si el mini_logo está en su destino, lo dibuja encima de lo anterior if (mini_logo_on_position_) { SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_); } // Dibuja el fade sobre el resto de elementos fade_in_->render(); fade_out_->render(); // Deja el renderizador apuntando donde estaba SDL_SetRenderTarget(Screen::get()->getRenderer(), temp); } // Actualiza el destino de los rectangulos de las texturas (time-based puro) void Credits::updateTextureDstRects(float delta_time) { constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0F / 60.0F; // ~0.167s (cada 10 frames) credits_state_.texture_accumulator += delta_time; if (credits_state_.texture_accumulator >= TEXTURE_UPDATE_INTERVAL_S) { credits_state_.texture_accumulator -= TEXTURE_UPDATE_INTERVAL_S; // Comprueba la posición de la textura con los titulos de credito if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) { --credits_rect_dst_.y; } // Comprueba la posición de la textura con el mini_logo if (mini_logo_rect_dst_.y <= static_cast(mini_logo_final_pos_)) { // Forzar posición exacta para evitar problemas de comparación float mini_logo_rect_dst_.y = static_cast(mini_logo_final_pos_); mini_logo_on_position_ = true; } else { --mini_logo_rect_dst_.y; } } // Acumular tiempo desde que el logo llegó a su posición (fuera del if para que se ejecute cada frame) if (mini_logo_on_position_) { time_since_logo_positioned_ += delta_time; // Timeout para evitar que la sección sea infinita if (time_since_logo_positioned_ >= MAX_TIME_AFTER_LOGO_S) { fading_ = true; } // Si el jugador quiere pasar los titulos de credito, el fade se inicia solo if (want_to_pass_) { fading_ = true; } } } // Tira globos al escenario (time-based puro) void Credits::throwBalloons(float delta_time) { constexpr int SPEED = 200; constexpr size_t NUM_SETS = 8; // Tamaño del vector SETS const std::vector SETS = {0, 63, 25, 67, 17, 75, 13, 50}; constexpr float BALLOON_INTERVAL_S = SPEED / 60.0F; // ~3.33s (cada 200 frames) constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0F; // ~13.33s (cada 800 frames) constexpr float MAX_BALLOON_TIME_S = ((NUM_SETS - 1) * SPEED * 3) / 60.0F; // Tiempo máximo para lanzar globos // Acumular tiempo total de globos elapsed_time_balloons_ += delta_time; // Detener lanzamiento después del tiempo límite if (elapsed_time_balloons_ > MAX_BALLOON_TIME_S) { return; } credits_state_.balloon_accumulator += delta_time; credits_state_.powerball_accumulator += delta_time; if (credits_state_.balloon_accumulator >= BALLOON_INTERVAL_S) { credits_state_.balloon_accumulator -= BALLOON_INTERVAL_S; const int INDEX = (static_cast(elapsed_time_balloons_ * 60.0F / SPEED)) % SETS.size(); balloon_manager_->deployFormation(SETS.at(INDEX), -60); } if (credits_state_.powerball_accumulator >= POWERBALL_INTERVAL_S && elapsed_time_balloons_ > 0.0F) { credits_state_.powerball_accumulator -= POWERBALL_INTERVAL_S; balloon_manager_->createPowerBall(); } } // Inicializa los jugadores void Credits::initPlayers() { std::vector>> player_textures; // Vector con todas las texturas de los jugadores; std::vector> player1_animations; // Vector con las animaciones del jugador 1 std::vector> player2_animations; // Vector con las animaciones del jugador 2 // 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 player1_animations.emplace_back(Resource::get()->getAnimation("player1.ani")); player1_animations.emplace_back(Resource::get()->getAnimation("player_power.ani")); player2_animations.emplace_back(Resource::get()->getAnimation("player2.ani")); player2_animations.emplace_back(Resource::get()->getAnimation("player_power.ani")); // Crea los dos jugadores const int Y = play_area_.y + play_area_.h - Player::WIDTH; constexpr bool DEMO = false; constexpr int AWAY_DISTANCE = 700; Player::Config config_player1; config_player1.id = Player::Id::PLAYER1; config_player1.x = play_area_.x - AWAY_DISTANCE - Player::WIDTH; config_player1.y = Y; config_player1.demo = DEMO; config_player1.play_area = &play_area_; config_player1.texture = player_textures.at(0); config_player1.animations = player1_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()->setWalkingState(Player::State::WALKING_RIGHT); players_.back()->setPlayingState(Player::State::CREDITS); Player::Config config_player2; config_player2.id = Player::Id::PLAYER2; config_player2.x = play_area_.x + play_area_.w + AWAY_DISTANCE; config_player2.y = Y; config_player2.demo = DEMO; config_player2.play_area = &play_area_; config_player2.texture = player_textures.at(1); config_player2.animations = player2_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()->setWalkingState(Player::State::WALKING_LEFT); players_.back()->setPlayingState(Player::State::CREDITS); // Registra los jugadores en Options for (const auto& player : players_) { Options::keyboard.addPlayer(player); Options::gamepad_manager.addPlayer(player); } } // Actualiza los rectangulos negros (time-based) void Credits::updateBlackRects(float delta_time) { if (!initialized_) { return; } delta_time = std::max(delta_time, 0.0F); // Fase vertical: hasta que ambos rects verticales estén exactos en su target if (!vertical_done_) { credits_state_.black_rect_accumulator += delta_time; if (credits_state_.black_rect_accumulator >= BLACK_RECT_INTERVAL_S) { credits_state_.black_rect_accumulator -= BLACK_RECT_INTERVAL_S; // top int prev_top_h = static_cast(top_black_rect_.h); top_black_rect_.h = std::min(top_black_rect_.h + 1.0F, static_cast(param.game.game_area.center_y - 1)); int top_delta = static_cast(top_black_rect_.h) - prev_top_h; // bottom int prev_bottom_h = static_cast(bottom_black_rect_.h); int prev_bottom_y = static_cast(bottom_black_rect_.y); bottom_black_rect_.h = bottom_black_rect_.h + 1.0F; bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1.0F, static_cast(param.game.game_area.center_y + 1)); int bottom_steps_by_h = static_cast(bottom_black_rect_.h) - prev_bottom_h; int bottom_steps_by_y = prev_bottom_y - static_cast(bottom_black_rect_.y); int bottom_steps = std::max(0, std::max(bottom_steps_by_h, bottom_steps_by_y)); int steps_done = top_delta + bottom_steps; if (steps_done > 0) { current_step_ = std::max(0.0F, current_step_ - static_cast(steps_done)); float vol_f = initial_volume_ * (current_step_ / static_cast(total_steps_)); int vol_i = static_cast(std::clamp(vol_f, 0.0F, static_cast(initial_volume_))); Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí } // Si han alcanzado los objetivos, fijarlos exactamente y marcar done bool top_at_target = static_cast(top_black_rect_.h) == param.game.game_area.center_y - 1.0F; bool bottom_at_target = static_cast(bottom_black_rect_.y) == param.game.game_area.center_y + 1.0F; if (top_at_target && bottom_at_target) { top_black_rect_.h = param.game.game_area.center_y - 1.0F; bottom_black_rect_.y = param.game.game_area.center_y + 1.0F; vertical_done_ = true; } } // actualizar border_rect cada frame aunque todavía en fase vertical updateBorderRect(); return; } // Fase horizontal if (!horizontal_done_) { int prev_left_w = static_cast(left_black_rect_.w); left_black_rect_.w = std::min(left_black_rect_.w + static_cast(HORIZONTAL_SPEED), static_cast(param.game.game_area.center_x)); int left_gain = static_cast(left_black_rect_.w) - prev_left_w; int prev_right_x = static_cast(right_black_rect_.x); right_black_rect_.w = right_black_rect_.w + static_cast(HORIZONTAL_SPEED); right_black_rect_.x = std::max(right_black_rect_.x - static_cast(HORIZONTAL_SPEED), static_cast(param.game.game_area.center_x)); int right_move = prev_right_x - static_cast(right_black_rect_.x); int steps_done = left_gain + right_move; if (steps_done > 0) { current_step_ = std::max(0.0f, current_step_ - static_cast(steps_done)); float vol_f = initial_volume_ * (current_step_ / static_cast(total_steps_)); int vol_i = static_cast(std::clamp(vol_f, 0.0f, static_cast(initial_volume_))); Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí } bool left_at_target = static_cast(left_black_rect_.w) == param.game.game_area.center_x; bool right_at_target = static_cast(right_black_rect_.x) == param.game.game_area.center_x; if (left_at_target && right_at_target) { left_black_rect_.w = param.game.game_area.center_x; right_black_rect_.x = param.game.game_area.center_x; horizontal_done_ = true; } updateBorderRect(); return; } // Fase final: ya completado el movimiento de rects Audio::get()->setMusicVolume(0); // Audio::get()->stopMusic(); // opcional, si quieres parar la reproducción // Usar segundos puros en lugar de frames equivalentes if (counter_pre_fade_ >= PRE_FADE_DELAY_S) { if (fade_out_) fade_out_->activate(); } else { counter_pre_fade_ += delta_time; } } // Actualiza el rectangulo del borde void Credits::updateBorderRect() { border_rect_.x = left_black_rect_.x + left_black_rect_.w; border_rect_.y = top_black_rect_.y + top_black_rect_.h - 1.0F; float raw_w = right_black_rect_.x - border_rect_.x; float raw_h = bottom_black_rect_.y - border_rect_.y + 1.0F; border_rect_.w = std::max(0.0F, raw_w); border_rect_.h = std::max(0.0F, raw_h); } // Actualiza el estado de fade (time-based) void Credits::updateAllFades(float delta_time) { if (fading_) { updateBlackRects(delta_time); updateBorderRect(); } fade_in_->update(); if (fade_in_->hasEnded() && Audio::get()->getMusicState() != Audio::MusicState::PLAYING) { Audio::get()->playMusic("credits.ogg"); } fade_out_->update(); if (fade_out_->hasEnded()) { Section::name = Section::Name::HI_SCORE_TABLE; } } // Establece el nivel de volumen void Credits::setVolume(int amount) { Options::audio.music.volume = std::clamp(amount, 0, 100); Audio::get()->setMusicVolume(Options::audio.music.volume); } // Reestablece el nivel de volumen void Credits::resetVolume() const { Options::audio.music.volume = initial_volume_; Audio::get()->setMusicVolume(Options::audio.music.volume); } // Cambia el color del fondo (time-based) void Credits::cycleColors(float delta_time) { constexpr int UPPER_LIMIT = 140; // Límite superior constexpr int LOWER_LIMIT = 30; // Límite inferior // Factor para escalar los valores de incremento. // Asumimos que los valores originales estaban balanceados para 60 FPS. const float FRAME_ADJUSTMENT = delta_time * 60.0F; // Inicializar valores RGB si es la primera vez if (credits_state_.r == 255.0F && credits_state_.g == 0.0F && credits_state_.b == 0.0F && credits_state_.step_r == -0.5F) { credits_state_.r = static_cast(UPPER_LIMIT); credits_state_.g = static_cast(LOWER_LIMIT); credits_state_.b = static_cast(LOWER_LIMIT); } // Ajustar valores de R credits_state_.r += credits_state_.step_r * FRAME_ADJUSTMENT; if (credits_state_.r >= UPPER_LIMIT) { credits_state_.r = UPPER_LIMIT; // Clamp para evitar que se pase credits_state_.step_r = -credits_state_.step_r; // Cambia de dirección al alcanzar los límites } else if (credits_state_.r <= LOWER_LIMIT) { credits_state_.r = LOWER_LIMIT; // Clamp para evitar que se pase credits_state_.step_r = -credits_state_.step_r; } // Ajustar valores de G credits_state_.g += credits_state_.step_g * FRAME_ADJUSTMENT; if (credits_state_.g >= UPPER_LIMIT) { credits_state_.g = UPPER_LIMIT; credits_state_.step_g = -credits_state_.step_g; // Cambia de dirección al alcanzar los límites } else if (credits_state_.g <= LOWER_LIMIT) { credits_state_.g = LOWER_LIMIT; credits_state_.step_g = -credits_state_.step_g; } // Ajustar valores de B credits_state_.b += credits_state_.step_b * FRAME_ADJUSTMENT; if (credits_state_.b >= UPPER_LIMIT) { credits_state_.b = UPPER_LIMIT; credits_state_.step_b = -credits_state_.step_b; // Cambia de dirección al alcanzar los límites } else if (credits_state_.b <= LOWER_LIMIT) { credits_state_.b = LOWER_LIMIT; credits_state_.step_b = -credits_state_.step_b; } // Aplicar el color, redondeando a enteros antes de usar color_ = Color(static_cast(credits_state_.r), static_cast(credits_state_.g), static_cast(credits_state_.b)); tiled_bg_->setColor(color_); } // Actualza los jugadores (time-based) void Credits::updatePlayers(float delta_time) { for (auto& player : players_) { player->update(delta_time); } } // Renderiza los jugadores void Credits::renderPlayers() { for (auto const& player : players_) { player->render(); } } // Inicializa variables void Credits::initVars() { // Inicialización segura de rects tal y como los mostraste top_black_rect_ = { .x = play_area_.x, .y = param.game.game_area.rect.y, .w = play_area_.w, .h = black_bars_size_}; bottom_black_rect_ = { .x = play_area_.x, .y = param.game.game_area.rect.h - black_bars_size_, .w = play_area_.w, .h = black_bars_size_}; left_black_rect_ = { .x = play_area_.x, .y = param.game.game_area.center_y - 1.0F, .w = 0.0F, .h = 2.0F}; right_black_rect_ = { .x = play_area_.x + play_area_.w, .y = param.game.game_area.center_y - 1.0F, .w = 0.0F, .h = 2.0F}; initialized_ = false; Section::name = Section::Name::CREDITS; balloon_manager_->setPlayArea(play_area_); fade_in_->setColor(param.fade.color); fade_in_->setType(Fade::Type::FULLSCREEN); fade_in_->setPostDuration(800); fade_in_->setMode(Fade::Mode::IN); fade_in_->activate(); fade_out_->setColor(0, 0, 0); fade_out_->setType(Fade::Type::FULLSCREEN); fade_out_->setPostDuration(7000); updateBorderRect(); tiled_bg_->setColor(Color(255, 96, 96)); tiled_bg_->setSpeed(60.0F); initPlayers(); SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND); fillTextTexture(); steps_ = static_cast(std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4))); } void Credits::startCredits() { // Guardar iniciales (enteros para contar "pasos" por píxel) init_top_h_ = static_cast(top_black_rect_.h); init_bottom_y_ = static_cast(bottom_black_rect_.y); init_left_w_ = static_cast(left_black_rect_.w); init_right_x_ = static_cast(right_black_rect_.x); // Objetivos int top_target_h = param.game.game_area.center_y - 1; int bottom_target_y = param.game.game_area.center_y + 1; int left_target_w = param.game.game_area.center_x; int right_target_x = param.game.game_area.center_x; // Pasos verticales int pasos_top = std::max(0, top_target_h - init_top_h_); int pasos_bottom = std::max(0, init_bottom_y_ - bottom_target_y); // Pasos horizontales. right se mueve a velocidad HORIZONTAL_SPEED, contamos pasos como unidades de movimiento equivalentes int pasos_left = std::max(0, left_target_w - init_left_w_); int dx_right = std::max(0, init_right_x_ - right_target_x); int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right; if (total_steps_ <= 0) total_steps_ = 1; current_step_ = static_cast(total_steps_); // Reiniciar contadores y estado credits_state_.black_rect_accumulator = 0.0F; counter_pre_fade_ = 0.0F; initialized_ = true; // Asegurar volumen inicial consistente if (steps_ <= 0) steps_ = 1; float vol_f = initial_volume_ * (current_step_ / static_cast(total_steps_)); setVolume(static_cast(std::clamp(vol_f, 0.0F, static_cast(initial_volume_)))); } // Dibuja el rectángulo del borde si es visible void Credits::drawBorderRect() { // Umbral: cualquier valor menor que 1 píxel no se considera visible constexpr float VISIBLE_THRESHOLD = 1.0F; if (border_rect_.w < VISIBLE_THRESHOLD || border_rect_.h < VISIBLE_THRESHOLD) { return; // no dibujar } const Color COLOR = color_.LIGHTEN(); SDL_Renderer* rdr = Screen::get()->getRenderer(); SDL_SetRenderDrawColor(rdr, COLOR.r, COLOR.g, COLOR.b, 0xFF); // Convertir a enteros de forma conservadora para evitar líneas de 1px por redondeo extraño SDL_Rect r; r.x = static_cast(std::floor(border_rect_.x + 0.5F)); r.y = static_cast(std::floor(border_rect_.y + 0.5F)); r.w = static_cast(std::max(0.0f, std::floor(border_rect_.w + 0.5F))); r.h = static_cast(std::max(0.0f, std::floor(border_rect_.h + 0.5F))); if (r.w > 0 && r.h > 0) { SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_); } }