Files
coffee_crisis_arcade_edition/source/title.cpp

284 lines
6.4 KiB
C++

#include "title.h"
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, options_t *options, Lang *lang, param_t *param, section_t *section, JA_Music_t *music)
{
// Copia las direcciones de los punteros y objetos
this->renderer = renderer;
this->screen = screen;
this->input = input;
this->asset = asset;
this->options = options;
this->lang = lang;
this->param = param;
this->section = section;
this->music = music;
// Reserva memoria y crea los objetos
eventHandler = new SDL_Event();
fade = new Fade(renderer, param);
text1 = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
text2 = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
miniLogoTexture = new Texture(renderer, asset->get("logo_jailgames_mini.png"));
miniLogoSprite = new Sprite(GAMECANVAS_CENTER_X - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture, renderer);
background = new Background(renderer, screen, asset, param);
background->setSrcDest(windowArea);
background->setDstDest(windowArea);
background->setCloudsSpeed(-0.5f);
background->setGradientNumber(1);
background->setTransition(0.8f);
tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, param->gameWidth, param->gameHeight});
gameLogo = new GameLogo(renderer, screen, asset, param, GAMECANVAS_CENTER_X, GAMECANVAS_FIRST_QUARTER_Y + 20);
gameLogo->enable();
// Inicializa los valores
init();
}
// Destructor
Title::~Title()
{
// Destruye los objetos y libera la memoria
delete eventHandler;
delete fade;
delete text1;
delete text2;
miniLogoTexture->unload();
delete miniLogoTexture;
delete miniLogoSprite;
delete background;
delete tiledbg;
delete gameLogo;
}
// Inicializa los valores de las variables
void Title::init()
{
// Inicializa variables
section->subsection = SUBSECTION_TITLE_1;
counter = 0;
nextSection.name = SECTION_PROG_GAME;
postFade = 0;
ticks = 0;
ticksSpeed = 15;
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setType(FADE_RANDOM_SQUARE);
fade->setPost(param->fadePostDuration);
demo = true;
numControllers = input->getNumControllers();
}
// Actualiza las variables del objeto
void Title::update()
{
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza el objeto 'background'
background->update();
// Comprueba el fade y si se ha acabado
fade->update();
if (fade->hasEnded())
{
switch (postFade)
{
case 0: // 1 PLAYER
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
JA_StopMusic();
break;
case 1: // 2 PLAYER
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_2P;
JA_StopMusic();
break;
case 3: // TIME OUT
section->name = SECTION_PROG_GAME_DEMO;
break;
default:
break;
}
}
// Sección 1 - Titulo animandose
if (section->subsection == SUBSECTION_TITLE_1)
{
gameLogo->update();
if (gameLogo->hasFinished())
{
section->subsection = SUBSECTION_TITLE_2;
}
}
// Sección 2 - La pantalla con el titulo, el fondo animado y la música
else if (section->subsection == SUBSECTION_TITLE_2)
{
if (counter < param->titleCounter)
{
counter++;
// Reproduce la música
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
JA_PlayMusic(music);
}
// Actualiza el logo con el título del juego
gameLogo->update();
// Actualiza el mosaico de fondo
tiledbg->update();
}
else if (counter >= param->titleCounter)
{
section->name = SECTION_PROG_GAME_DEMO;
}
}
}
}
// Dibuja el objeto en pantalla
void Title::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Dibuja el mosacico de fondo
tiledbg->render();
// background->render();
// Dinuja el logo con el título del juego
gameLogo->render();
if (section->subsection == SUBSECTION_TITLE_2)
{
// 'PULSA 1P o 2P PARA JUGAR'
if (counter % 50 > 14)
{
text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, param->pressStart, lang->getText(23), 1, noColor, 1, shdwTxtColor);
}
// Mini logo
const int pos1 = (param->gameHeight / 5 * 4) + BLOCK;
const int pos2 = pos1 + miniLogoSprite->getHeight() + 3;
miniLogoSprite->setPosY(pos1);
miniLogoSprite->render();
// Texto con el copyright
text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, pos2, TEXT_COPYRIGHT, 1, noColor, 1, shdwTxtColor);
}
// Fade
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Comprueba los eventos
void Title::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->type == SDL_RENDER_DEVICE_RESET || eventHandler->type == SDL_RENDER_TARGETS_RESET)
{
reLoadTextures();
}
}
}
// Comprueba las entradas
void Title::checkInput()
{
// Comprueba todos los controladores
for (int i = 0; i < numControllers; ++i)
{
if (input->checkInput(input_exit, REPEAT_FALSE, options->game.input[i].deviceType, options->game.input[i].id))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_accept, REPEAT_FALSE, options->game.input[i].deviceType, options->game.input[i].id))
{
fade->activate();
postFade = i;
}
}
// Comprueba el teclado
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_accept, REPEAT_FALSE))
{
fade->activate();
postFade = 0;
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
}
else if (input->checkInput(input_video_shaders, REPEAT_FALSE))
{
screen->switchShaders();
}
}
// Bucle para el titulo del juego
void Title::run()
{
while (section->name == SECTION_PROG_TITLE)
{
checkInput();
update();
checkEvents();
render();
}
}
// Recarga las texturas
void Title::reLoadTextures()
{
gameLogo->reLoad();
tiledbg->reLoad();
}