165 lines
5.2 KiB
C++
165 lines
5.2 KiB
C++
#include "tiled_bg.h"
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#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_FRect, SDL_GetRenderTarget, SDL_RenderTexture, SDL_PixelFormat, SDL_TextureAccess
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#include <algorithm>
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#include <cmath> // Para sin, pow
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#include <cstdlib> // Para rand
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#include <memory> // Para allocator, unique_ptr, make_unique
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#include <numbers> // Para pi
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "sprite.h" // Para Sprite
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// Constructor
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TiledBG::TiledBG(SDL_FRect pos, TiledBGMode mode)
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: renderer_(Screen::get()->getRenderer()),
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pos_(pos),
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mode_(mode == TiledBGMode::RANDOM ? static_cast<TiledBGMode>(rand() % 2) : mode) {
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// Crea la textura para el mosaico de fondo
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canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, pos_.w * 2, pos_.h * 2);
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// Rellena la textura con el contenido
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fillTexture();
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// Inicializa variables
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switch (mode_) {
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case TiledBGMode::STATIC:
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window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
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speed_ = 0.0F;
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break;
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case TiledBGMode::DIAGONAL:
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window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
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break;
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case TiledBGMode::CIRCLE:
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window_ = {.x = 128, .y = 128, .w = pos_.w, .h = pos_.h};
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break;
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default:
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window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
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break;
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}
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}
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// Destructor
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TiledBG::~TiledBG() {
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SDL_DestroyTexture(canvas_);
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}
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// Rellena la textura con el contenido
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void TiledBG::fillTexture() {
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// Crea los objetos para pintar en la textura de fondo
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auto tile = std::make_unique<Sprite>(Resource::get()->getTexture("title_bg_tile.png"), (SDL_FRect){0, 0, TILE_WIDTH, TILE_HEIGHT});
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// Prepara para dibujar sobre la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, canvas_);
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// Rellena la textura con el tile
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const auto I_MAX = pos_.w * 2 / TILE_WIDTH;
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const auto J_MAX = pos_.h * 2 / TILE_HEIGHT;
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tile->setSpriteClip(0, 0, TILE_WIDTH, TILE_HEIGHT);
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for (int i = 0; i < I_MAX; ++i) {
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for (int j = 0; j < J_MAX; ++j) {
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tile->setX(i * TILE_WIDTH);
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tile->setY(j * TILE_HEIGHT);
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tile->render();
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}
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}
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// Vuelve a colocar el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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}
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// Pinta la clase en pantalla
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void TiledBG::render() {
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SDL_RenderTexture(renderer_, canvas_, &window_, &pos_);
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}
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// Actualiza la lógica de la clase (time-based)
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void TiledBG::update(float delta_time) {
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updateSpeedChange(delta_time);
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updateDesp(delta_time);
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updateStop(delta_time);
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switch (mode_) {
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case TiledBGMode::DIAGONAL: {
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// El tileado de fondo se desplaza en diagonal
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window_.x = static_cast<int>(desp_) % TILE_WIDTH;
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window_.y = static_cast<int>(desp_) % TILE_HEIGHT;
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break;
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}
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case TiledBGMode::CIRCLE: {
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// El tileado de fondo se desplaza en circulo
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const float angle_rad = (desp_ * std::numbers::pi / 180.0F);
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window_.x = 128 + static_cast<int>(std::cos(angle_rad) * 128);
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window_.y = 128 + static_cast<int>(std::sin(-angle_rad) * 96);
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break;
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}
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default:
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break;
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}
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}
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// Detiene el desplazamiento de forma ordenada (time-based)
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void TiledBG::updateStop(float delta_time) {
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if (stopping_) {
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const int UMBRAL = STOP_THRESHOLD_FACTOR * speed_;
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// Desacelerar si estamos cerca de completar el ciclo (ventana a punto de regresar a 0)
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if (window_.x >= TILE_WIDTH - UMBRAL) {
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// Aplicar desaceleración time-based
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float frame_rate = 60.0F;
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float deceleration_per_ms = std::pow(DECELERATION_FACTOR, frame_rate * delta_time / 1000.0F);
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speed_ /= deceleration_per_ms;
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// Asegura que no baje demasiado
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speed_ = std::max(speed_, MIN_SPEED);
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}
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// Si estamos en 0, detener
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if (window_.x == 0) {
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speed_ = 0.0F;
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stopping_ = false; // Desactivamos el estado de "stopping"
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}
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}
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}
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// Cambia la velocidad gradualmente en X segundos
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void TiledBG::changeSpeedTo(float target_speed, float duration_s) {
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if (duration_s <= 0.0f) {
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// Si la duración es 0 o negativa, cambia inmediatamente
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speed_ = target_speed;
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changing_speed_ = false;
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return;
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}
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// Configurar el cambio gradual
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changing_speed_ = true;
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initial_speed_ = speed_;
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target_speed_ = target_speed;
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change_duration_s_ = duration_s;
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change_timer_s_ = 0.0f;
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}
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// Actualiza el cambio gradual de velocidad (time-based)
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void TiledBG::updateSpeedChange(float delta_time) {
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if (!changing_speed_) {
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return;
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}
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change_timer_s_ += delta_time;
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if (change_timer_s_ >= change_duration_s_) {
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// Cambio completado
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speed_ = target_speed_;
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changing_speed_ = false;
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} else {
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// Interpolación lineal entre velocidad inicial y objetivo
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float progress = change_timer_s_ / change_duration_s_;
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speed_ = initial_speed_ + (target_speed_ - initial_speed_) * progress;
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}
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} |