196 lines
7.0 KiB
C++
196 lines
7.0 KiB
C++
#include "logo.hpp"
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#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_PollEvent, SDL_Event, SDL_FRect, Uint64
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#include <cstddef> // Para size_t
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#include <string> // Para basic_string
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#include <utility> // Para move
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#include "audio.hpp" // Para Audio
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#include "color.hpp" // Para Color
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#include "global_events.hpp" // Para handle
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#include "global_inputs.hpp" // Para check
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#include "input.hpp" // Para Input
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#include "param.hpp" // Para Param, ParamGame, param
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#include "resource.hpp" // Para Resource
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#include "screen.hpp" // Para Screen
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#include "section.hpp" // Para Name, name
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#include "sprite.hpp" // Para Sprite
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#include "texture.hpp" // Para Texture
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#include "utils.hpp" // Para Zone
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// Constructor
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Logo::Logo()
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: since_texture_(Resource::get()->getTexture("logo_since_1998.png")),
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since_sprite_(std::make_unique<Sprite>(since_texture_)),
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jail_texture_(Resource::get()->getTexture("logo_jailgames.png")) {
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// Inicializa variables
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Section::name = Section::Name::LOGO;
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dest_.x = param.game.game_area.center_x - jail_texture_->getWidth() / 2;
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dest_.y = param.game.game_area.center_y - jail_texture_->getHeight() / 2;
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since_sprite_->setPosition(SDL_FRect{
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static_cast<float>((param.game.width - since_texture_->getWidth()) / 2),
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static_cast<float>(SINCE_SPRITE_Y_OFFSET + jail_texture_->getHeight() + LOGO_SPACING),
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static_cast<float>(since_texture_->getWidth()),
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static_cast<float>(since_texture_->getHeight())});
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since_sprite_->setY(dest_.y + jail_texture_->getHeight() + LOGO_SPACING);
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since_sprite_->setSpriteClip(0, 0, since_texture_->getWidth(), since_texture_->getHeight());
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since_texture_->setColor(SPECTRUM_BLACK.r, SPECTRUM_BLACK.g, SPECTRUM_BLACK.b);
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// Crea los sprites de cada linea
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for (int i = 0; i < jail_texture_->getHeight(); ++i) {
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auto temp = std::make_unique<Sprite>(jail_texture_, 0, i, jail_texture_->getWidth(), SPRITE_LINE_HEIGHT);
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temp->setSpriteClip(0, i, jail_texture_->getWidth(), SPRITE_LINE_HEIGHT);
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const int POS_X = (i % 2 == 0) ? param.game.width + (i * LINE_OFFSET_FACTOR) : -jail_texture_->getWidth() - (i * LINE_OFFSET_FACTOR);
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temp->setX(POS_X);
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temp->setY(dest_.y + i);
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jail_sprite_.push_back(std::move(temp));
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}
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// Inicializa el vector de colores con la paleta ZX Spectrum
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color_.emplace_back(SPECTRUM_BLACK);
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color_.emplace_back(SPECTRUM_BLUE);
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color_.emplace_back(SPECTRUM_RED);
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color_.emplace_back(SPECTRUM_MAGENTA);
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color_.emplace_back(SPECTRUM_GREEN);
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color_.emplace_back(SPECTRUM_CYAN);
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color_.emplace_back(SPECTRUM_YELLOW);
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color_.emplace_back(SPECTRUM_WHITE);
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}
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// Destructor
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Logo::~Logo() {
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jail_texture_->setColor(RESET_COLOR.r, RESET_COLOR.g, RESET_COLOR.b);
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since_texture_->setColor(RESET_COLOR.r, RESET_COLOR.g, RESET_COLOR.b);
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Audio::get()->stopAllSounds();
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Audio::get()->stopMusic();
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}
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// Comprueba el manejador de eventos
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void Logo::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::handle(event);
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}
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}
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// Comprueba las entradas
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void Logo::checkInput() {
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Input::get()->update();
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GlobalInputs::check();
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}
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// Maneja la reproducción del sonido del logo
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void Logo::handleSound() {
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if (!sound_triggered_ && elapsed_time_s_ >= SOUND_TRIGGER_TIME_S) {
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Audio::get()->playSound("logo.wav");
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sound_triggered_ = true;
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}
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}
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// Gestiona el logo de JAILGAMES
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void Logo::updateJAILGAMES(float delta_time) {
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if (elapsed_time_s_ > SOUND_TRIGGER_TIME_S) {
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const float PIXELS_TO_MOVE = LOGO_SPEED_PX_PER_S * delta_time;
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for (size_t i = 0; i < jail_sprite_.size(); ++i) {
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if (jail_sprite_[i]->getX() != dest_.x) {
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if (i % 2 == 0) {
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jail_sprite_[i]->incX(-PIXELS_TO_MOVE);
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if (jail_sprite_[i]->getX() < dest_.x) {
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jail_sprite_[i]->setX(dest_.x);
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}
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} else {
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jail_sprite_[i]->incX(PIXELS_TO_MOVE);
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if (jail_sprite_[i]->getX() > dest_.x) {
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jail_sprite_[i]->setX(dest_.x);
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}
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}
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}
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}
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}
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// Comprueba si ha terminado el logo
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if (elapsed_time_s_ >= END_LOGO_TIME_S + POST_LOGO_DURATION_S) {
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Section::name = Section::Name::INTRO;
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}
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}
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// Gestiona el color de las texturas
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void Logo::updateTextureColors(float delta_time) {
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// Manejo de 'sinceTexture'
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for (int i = 0; i <= MAX_SINCE_COLOR_INDEX; ++i) {
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const float TARGET_TIME = SHOW_SINCE_SPRITE_TIME_S + (COLOR_CHANGE_INTERVAL_S * i);
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if (elapsed_time_s_ >= TARGET_TIME && elapsed_time_s_ - delta_time < TARGET_TIME) {
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since_texture_->setColor(color_[i].r, color_[i].g, color_[i].b);
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}
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}
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// Manejo de 'jailTexture' y 'sinceTexture' en el fade
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for (int i = 0; i <= MAX_FADE_COLOR_INDEX; ++i) {
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const float TARGET_TIME = INIT_FADE_TIME_S + (COLOR_CHANGE_INTERVAL_S * i);
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if (elapsed_time_s_ >= TARGET_TIME && elapsed_time_s_ - delta_time < TARGET_TIME) {
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jail_texture_->setColor(color_[MAX_FADE_COLOR_INDEX - i].r, color_[MAX_FADE_COLOR_INDEX - i].g, color_[MAX_FADE_COLOR_INDEX - i].b);
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since_texture_->setColor(color_[MAX_FADE_COLOR_INDEX - i].r, color_[MAX_FADE_COLOR_INDEX - i].g, color_[MAX_FADE_COLOR_INDEX - i].b);
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}
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}
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}
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// Actualiza las variables
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void Logo::update(float delta_time) {
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elapsed_time_s_ += delta_time; // Acumula el tiempo transcurrido
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static auto* const SCREEN = Screen::get();
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SCREEN->update(delta_time); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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handleSound(); // Maneja la reproducción del sonido
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updateTextureColors(delta_time); // Actualiza los colores de las texturas
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updateJAILGAMES(delta_time); // Actualiza el logo de JAILGAMES
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}
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// Dibuja en pantalla
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void Logo::render() {
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static auto* const SCREEN = Screen::get();
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SCREEN->start();
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SCREEN->clean();
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renderJAILGAMES();
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SCREEN->render();
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}
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// Calcula el tiempo transcurrido desde el último frame
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auto Logo::calculateDeltaTime() -> float {
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const Uint64 CURRENT_TIME = SDL_GetTicks();
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const float DELTA_TIME = static_cast<float>(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos
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last_time_ = CURRENT_TIME;
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return DELTA_TIME;
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}
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// Bucle para el logo del juego
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void Logo::run() {
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last_time_ = SDL_GetTicks();
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while (Section::name == Section::Name::LOGO) {
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const float DELTA_TIME = calculateDeltaTime();
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checkInput();
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update(DELTA_TIME);
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checkEvents(); // Tiene que ir antes del render
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render();
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}
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}
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// Renderiza el logo de JAILGAMES
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void Logo::renderJAILGAMES() {
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// Dibuja los sprites
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for (auto& sprite : jail_sprite_) {
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sprite->render();
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}
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if (elapsed_time_s_ >= SHOW_SINCE_SPRITE_TIME_S) {
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since_sprite_->render();
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}
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} |