Files
coffee_crisis_arcade_edition/source/game_logo.cpp

207 lines
6.2 KiB
C++

#include "game_logo.h"
#include <algorithm> // for max
#include <string> // for basic_string
#include "animated_sprite.h" // for AnimatedSprite
#include "asset.h" // for Asset
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_PlaySound
#include "param.h" // for param
#include "screen.h" // for Screen
#include "smart_sprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for param_t, paramGame_t, paramTitle_t
// Constructor
GameLogo::GameLogo(int x, int y)
: x(x), y(y)
{
// Crea los objetos
dustTexture = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_dust.png"));
coffeeTexture = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_coffee.png"));
crisisTexture = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_crisis.png"));
arcadeEditionTexture = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_arcade_edition.png"));
coffeeSprite = std::make_unique<SmartSprite>(coffeeTexture);
crisisSprite = std::make_unique<SmartSprite>(crisisTexture);
arcadeEditionSprite = std::make_unique<Sprite>((param.game.width - arcadeEditionTexture->getWidth()) / 2, param.title.arcadeEditionPosition, arcadeEditionTexture->getWidth(), arcadeEditionTexture->getHeight(), arcadeEditionTexture);
dustLSprite = std::make_unique<AnimatedSprite>(dustTexture, Asset::get()->get("title_dust.ani"));
dustRSprite = std::make_unique<AnimatedSprite>(dustTexture, Asset::get()->get("title_dust.ani"));
// Sonidos
crashSound = JA_LoadSound(Asset::get()->get("title.wav").c_str());
// Inicializa las variables
init();
}
// Destructor
GameLogo::~GameLogo()
{
JA_DeleteSound(crashSound);
}
// Inicializa las variables
void GameLogo::init()
{
const auto xp = x - coffeeSprite->getWidth() / 2;
const auto desp = getInitialVerticalDesp();
// Variables
status = Status::DISABLED;
shake.desp = 1;
shake.delay = 2;
shake.lenght = 8;
shake.remaining = shake.lenght;
shake.counter = shake.delay;
shake.origin = xp;
// Inicializa el bitmap de 'Coffee'
coffeeSprite->init();
coffeeSprite->setPosX(xp);
coffeeSprite->setPosY(y - coffeeTexture->getHeight() - desp);
coffeeSprite->setWidth(coffeeTexture->getWidth());
coffeeSprite->setHeight(coffeeTexture->getHeight());
coffeeSprite->setVelX(0.0f);
coffeeSprite->setVelY(2.5f);
coffeeSprite->setAccelX(0.0f);
coffeeSprite->setAccelY(0.1f);
coffeeSprite->setSpriteClip(0, 0, coffeeTexture->getWidth(), coffeeTexture->getHeight());
coffeeSprite->setEnabled(true);
coffeeSprite->setFinishedCounter(0);
coffeeSprite->setDestX(xp);
coffeeSprite->setDestY(y - coffeeTexture->getHeight());
// Inicializa el bitmap de 'Crisis'
crisisSprite->init();
crisisSprite->setPosX(xp + 15);
crisisSprite->setPosY(y + desp);
crisisSprite->setWidth(crisisTexture->getWidth());
crisisSprite->setHeight(crisisTexture->getHeight());
crisisSprite->setVelX(0.0f);
crisisSprite->setVelY(-2.5f);
crisisSprite->setAccelX(0.0f);
crisisSprite->setAccelY(-0.1f);
crisisSprite->setSpriteClip(0, 0, crisisTexture->getWidth(), crisisTexture->getHeight());
crisisSprite->setEnabled(true);
crisisSprite->setFinishedCounter(0);
crisisSprite->setDestX(xp + 15);
crisisSprite->setDestY(y);
// Inicializa el bitmap de 'DustRight'
dustRSprite->resetAnimation();
dustRSprite->setPosX(coffeeSprite->getPosX() + coffeeSprite->getWidth());
dustRSprite->setPosY(y);
dustRSprite->setWidth(16);
dustRSprite->setHeight(16);
dustRSprite->setFlip(SDL_FLIP_HORIZONTAL);
// Inicializa el bitmap de 'DustLeft'
dustLSprite->resetAnimation();
dustLSprite->setPosX(coffeeSprite->getPosX() - 16);
dustLSprite->setPosY(y);
dustLSprite->setWidth(16);
dustLSprite->setHeight(16);
}
// Pinta la clase en pantalla
void GameLogo::render()
{
// Dibuja el logo
coffeeSprite->render();
crisisSprite->render();
if (status == Status::FINISHED)
{
arcadeEditionSprite->render();
}
// Dibuja el polvillo del logo
dustRSprite->render();
dustLSprite->render();
}
// Actualiza la lógica de la clase
void GameLogo::update()
{
if (status == Status::MOVING)
{
coffeeSprite->update();
crisisSprite->update();
// Si los objetos han llegado a su destino, cambiamos de Sección
if (coffeeSprite->hasFinished() && crisisSprite->hasFinished())
{
status = Status::SHAKING;
// Reproduce el efecto sonoro
JA_PlaySound(crashSound);
}
}
else if (status == Status::SHAKING)
{
// Agita el logo
if (shake.remaining > 0)
{
if (shake.counter > 0)
{
shake.counter--;
}
else
{
shake.counter = shake.delay;
const auto desp = shake.remaining % 2 == 0 ? shake.desp * (-1) : shake.desp;
coffeeSprite->setPosX(shake.origin + desp);
crisisSprite->setPosX(shake.origin + desp + 15);
shake.remaining--;
}
}
else
{
coffeeSprite->setPosX(shake.origin);
crisisSprite->setPosX(shake.origin + 15);
status = Status::FINISHED;
}
dustRSprite->update();
dustLSprite->update();
}
else if (status == Status::FINISHED)
{
dustRSprite->update();
dustLSprite->update();
}
}
// Activa la clase
void GameLogo::enable()
{
init();
status = Status::MOVING;
}
// Indica si ha terminado la animación
bool GameLogo::hasFinished() const
{
return status == Status::FINISHED;
}
// Recarga las texturas
void GameLogo::reLoad()
{
dustTexture->reLoad();
coffeeTexture->reLoad();
crisisTexture->reLoad();
}
// Calcula el desplazamiento vertical inicial
int GameLogo::getInitialVerticalDesp()
{
auto despUp = y;
auto despDown = param.game.height - y;
return std::max(despUp, despDown);
}