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coffee_crisis_arcade_edition/source/sections/credits.cpp

721 lines
30 KiB
C++

// IWYU pragma: no_include <bits/std_abs.h>
#include "credits.hpp"
#include <SDL3/SDL.h> // 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 <algorithm> // Para max, min, clamp
#include <array> // Para array
#include <cmath> // Para abs
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, string
#include <string_view> // Para string_view
#include <vector> // 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<BalloonManager>(nullptr)),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(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<float>(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<std::string, 11> 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<int>(param.game.game_area.center_x);
credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(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<float>(y);
auto mini_logo_sprite = std::make_unique<Sprite>(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<float>(mini_logo_final_pos_)) {
// Forzar posición exacta para evitar problemas de comparación float
mini_logo_rect_dst_.y = static_cast<float>(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<int> 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<int>(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<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
std::vector<std::vector<std::string>> player1_animations; // Vector con las animaciones del jugador 1
std::vector<std::vector<std::string>> player2_animations; // Vector con las animaciones del jugador 2
// Texturas - Player1
std::vector<std::shared_ptr<Texture>> 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<std::shared_ptr<Texture>> 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<int>(Player::Id::PLAYER1) - 1);
players_.emplace_back(std::make_unique<Player>(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<int>(Player::Id::PLAYER2) - 1);
players_.emplace_back(std::make_unique<Player>(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;
if (delta_time < 0.0f) 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<int>(top_black_rect_.h);
top_black_rect_.h = std::min(top_black_rect_.h + 1.0f,
static_cast<float>(param.game.game_area.center_y - 1));
int top_delta = static_cast<int>(top_black_rect_.h) - prev_top_h;
// bottom
int prev_bottom_h = static_cast<int>(bottom_black_rect_.h);
int prev_bottom_y = static_cast<int>(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<float>(param.game.game_area.center_y + 1));
int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h;
int bottom_steps_by_y = prev_bottom_y - static_cast<int>(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<float>(steps_done));
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(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<int>(top_black_rect_.h) == param.game.game_area.center_y - 1;
bool bottom_at_target = static_cast<int>(bottom_black_rect_.y) == param.game.game_area.center_y + 1;
if (top_at_target && bottom_at_target) {
top_black_rect_.h = static_cast<float>(param.game.game_area.center_y - 1);
bottom_black_rect_.y = static_cast<float>(param.game.game_area.center_y + 1);
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<int>(left_black_rect_.w);
left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED),
static_cast<float>(param.game.game_area.center_x));
int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w;
int prev_right_x = static_cast<int>(right_black_rect_.x);
right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED);
right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED),
static_cast<float>(param.game.game_area.center_x));
int right_move = prev_right_x - static_cast<int>(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<float>(steps_done));
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(initial_volume_)));
Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
}
bool left_at_target = static_cast<int>(left_black_rect_.w) == param.game.game_area.center_x;
bool right_at_target = static_cast<int>(right_black_rect_.x) == param.game.game_area.center_x;
if (left_at_target && right_at_target) {
left_black_rect_.w = static_cast<float>(param.game.game_area.center_x);
right_black_rect_.x = static_cast<float>(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;
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<float>(UPPER_LIMIT);
credits_state_.g = static_cast<float>(LOWER_LIMIT);
credits_state_.b = static_cast<float>(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<int>(credits_state_.r), static_cast<int>(credits_state_.g), static_cast<int>(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_ = {
play_area_.x,
param.game.game_area.rect.y,
play_area_.w,
black_bars_size_};
bottom_black_rect_ = {
play_area_.x,
param.game.game_area.rect.h - black_bars_size_,
play_area_.w,
black_bars_size_};
left_black_rect_ = {
play_area_.x,
param.game.game_area.center_y - 1,
0,
2};
right_black_rect_ = {
play_area_.x + play_area_.w,
param.game.game_area.center_y - 1,
0,
2};
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<int>(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<int>(top_black_rect_.h);
init_bottom_y = static_cast<int>(bottom_black_rect_.y);
init_left_w = static_cast<int>(left_black_rect_.w);
init_right_x = static_cast<int>(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<float>(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<float>(total_steps_));
setVolume(static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(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<int>(std::floor(border_rect_.x + 0.5f));
r.y = static_cast<int>(std::floor(border_rect_.y + 0.5f));
r.w = static_cast<int>(std::max(0.0f, std::floor(border_rect_.w + 0.5f)));
r.h = static_cast<int>(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_);
}
}