351 lines
11 KiB
C++
351 lines
11 KiB
C++
#include "instructions.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
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#include <algorithm> // for max
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#include <string> // for basic_string
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#include "asset.h" // for Asset
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#include "fade.h" // for Fade, FadeType::FULLSCREEN, FadeMode::IN
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#include "global_inputs.h" // for globalInputs::check
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#include "input.h" // for Input
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#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
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#include "lang.h" // for getText
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#include "param.h" // for param
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#include "screen.h" // for Screen
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#include "section.h" // for name, name_e, options, options_e
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
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#include "texture.h" // for Texture
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#include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC
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#include "utils.h" // for param_t, paramGame_t, color_t, shdwT...
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struct JA_Music_t;
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// Constructor
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Instructions::Instructions(JA_Music_t *music)
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: music(music)
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{
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// Copia los punteros
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renderer = Screen::get()->getRenderer();
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// Crea objetos
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eventHandler = std::make_unique<SDL_Event>();
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text = std::make_unique<Text>(Asset::get()->get("smb2.gif"), Asset::get()->get("smb2.txt"), renderer);
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tiledbg = std::make_unique<Tiledbg>(Asset::get()->get("title_bg_tile.png"), (SDL_Rect){0, 0, param.game.width, param.game.height}, TILED_MODE_STATIC);
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fade = std::make_unique<Fade>(renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Crea una textura para el texto fijo
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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section::name = section::NAME_INSTRUCTIONS;
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ticks = 0;
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ticksSpeed = 15;
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counter = 0;
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counterEnd = 700;
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view = {0, 0, param.game.width, param.game.height};
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spritePos = {0, 0};
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itemSpace = 2;
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// Inicializa objetos
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fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
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fade->setType(FadeType::FULLSCREEN);
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fade->setPost(param.fade.postDuration);
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fade->setMode(FadeMode::IN);
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fade->activate();
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// Rellena la textura de texto
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fillTexture();
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// Inicializa los sprites de los items
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iniSprites();
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}
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// Destructor
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Instructions::~Instructions()
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{
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itemTextures.clear();
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sprites.clear();
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SDL_DestroyTexture(backbuffer);
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SDL_DestroyTexture(texture);
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}
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// Inicializa los sprites de los items
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void Instructions::iniSprites()
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{
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// Inicializa las texturas
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auto item1 = std::make_shared<Texture>(renderer, Asset::get()->get("item_points1_disk.png"));
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itemTextures.push_back(item1);
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auto item2 = std::make_shared<Texture>(renderer, Asset::get()->get("item_points2_gavina.png"));
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itemTextures.push_back(item2);
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auto item3 = std::make_shared<Texture>(renderer, Asset::get()->get("item_points3_pacmar.png"));
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itemTextures.push_back(item3);
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auto item4 = std::make_shared<Texture>(renderer, Asset::get()->get("item_clock.png"));
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itemTextures.push_back(item4);
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auto item5 = std::make_shared<Texture>(renderer, Asset::get()->get("item_coffee.png"));
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itemTextures.push_back(item5);
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// Inicializa los sprites
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for (int i = 0; i < (int)itemTextures.size(); ++i)
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{
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auto sprite = std::make_unique<Sprite>(0, 0, param.game.itemSize, param.game.itemSize, itemTextures[i]);
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sprite->setPos((SDL_Point){spritePos.x, spritePos.y + ((param.game.itemSize + itemSpace) * i)});
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sprites.push_back(std::move(sprite));
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}
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}
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// Actualiza los sprites
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void Instructions::updateSprites()
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{
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SDL_Rect srcRect = {0, 0, param.game.itemSize, param.game.itemSize};
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// Disquito
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srcRect.y = param.game.itemSize * (((counter + 12) / 36) % 2);
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sprites[0]->setSpriteClip(srcRect);
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// Gavineixon
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srcRect.y = param.game.itemSize * (((counter + 9) / 36) % 2);
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sprites[1]->setSpriteClip(srcRect);
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// Pacmar
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srcRect.y = param.game.itemSize * (((counter + 6) / 36) % 2);
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sprites[2]->setSpriteClip(srcRect);
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// Time Stopper
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srcRect.y = param.game.itemSize * (((counter + 3) / 36) % 2);
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sprites[3]->setSpriteClip(srcRect);
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// Coffee
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srcRect.y = param.game.itemSize * (((counter + 0) / 36) % 2);
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sprites[4]->setSpriteClip(srcRect);
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}
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// Rellena la textura de texto
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void Instructions::fillTexture()
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{
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const int despX = param.game.itemSize + 8;
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// Modifica el renderizador para pintar en la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, texture);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Constantes
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const int numLines = 4;
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const int numItemLines = 4;
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const int numPostHeaders = 2;
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const int numPreHeaders = 1;
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const int spacePostHeader = 20;
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const int spacePreHeader = 28;
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const int spaceBetweenLines = text->getCharacterSize() * 1.5f;
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const int spaceBetweenItemLines = param.game.itemSize + itemSpace;
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const int spaceNewParagraph = spaceBetweenLines * 0.5f;
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const int size = (numLines * spaceBetweenLines) + (numItemLines * spaceBetweenItemLines) + (numPostHeaders * spacePostHeader) + (numPreHeaders * spacePreHeader) + (spaceNewParagraph);
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const int firstLine = (param.game.height - size) / 2;
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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for (int i = 17; i <= 21; ++i)
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{
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const int l = text->lenght(lang::getText(i));
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lenght = l > lenght ? l : lenght;
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}
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const int anchorItem = (param.game.width - (lenght + despX)) / 2;
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// Escribe el texto de las instrucciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, firstLine, lang::getText(11), 1, orangeColor, 1, shdwTxtColor);
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const int anchor1 = firstLine + spacePostHeader;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, noColor, 1, shdwTxtColor);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + spacePreHeader + spaceNewParagraph + spaceBetweenLines * 3;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor2, lang::getText(16), 1, orangeColor, 1, shdwTxtColor);
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const int anchor3 = anchor2 + spacePostHeader;
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// const int anchor4 = anchor3 + ((param.game.itemSize + text->getCharacterSize()) / 2);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang::getText(17), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang::getText(18), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang::getText(19), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang::getText(20), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang::getText(21), shdwTxtColor);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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// Da valor a la variable
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spritePos.x = anchorItem;
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spritePos.y = anchor3 - ((param.game.itemSize - text->getCharacterSize()) / 2);
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}
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// Rellena el backbuffer
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void Instructions::fillBackbuffer()
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{
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// Modifica el renderizador para pintar en la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, backbuffer);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Coloca el texto de fondo
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SDL_RenderCopy(renderer, texture, nullptr, nullptr);
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// Dibuja los sprites
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for (auto &sprite : sprites)
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{
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sprite->render();
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}
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer, temp);
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}
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// Actualiza las variables
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void Instructions::update()
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{
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// Actualiza las variables
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Mantiene la música sonando
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if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
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JA_PlayMusic(music);
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// Actualiza el objeto screen
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Screen::get()->update();
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// Incrementa el contador
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counter++;
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// Actualiza los sprites
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updateSprites();
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// Actualiza el mosaico de fondo
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tiledbg->update();
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// Actualiza el objeto "fade"
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fade->update();
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// Comprueba si el contador ha llegado al final
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if (counter == counterEnd)
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{
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section::name = section::NAME_TITLE;
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section::options = section::OPTIONS_TITLE_1;
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}
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}
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}
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// Pinta en pantalla
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void Instructions::render()
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{
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// Rellena el backbuffer
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fillBackbuffer();
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// Prepara para empezar a dibujar en la textura de juego
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bgColor);
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// Dibuja el mosacico de fondo
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tiledbg->render();
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// Establece la ventana del backbuffer
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view.y = std::max(0, param.game.height - counter + 100);
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// Copia la textura y el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &view);
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fade->render();
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->blit();
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}
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// Recarga todas las texturas
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void Instructions::reloadTextures()
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{
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for (auto &tex : itemTextures)
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{
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tex->reLoad();
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}
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text->reLoadTexture();
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fillTexture();
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}
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// Comprueba los eventos
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void Instructions::checkEvents()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler.get()) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section::name = section::NAME_QUIT;
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break;
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}
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// Comprueba si se ha cambiado el tamaño de la ventana
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else if (eventHandler->type == SDL_WINDOWEVENT)
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{
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if (eventHandler->window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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reloadTextures();
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}
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}
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}
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}
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// Comprueba las entradas
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void Instructions::checkInput()
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{
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// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
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if (Input::get()->checkAnyButtonPressed())
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{
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JA_StopMusic();
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section::name = section::NAME_TITLE;
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section::options = section::OPTIONS_TITLE_1;
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return;
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}
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// Comprueba el input para el resto de objetos
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Screen::get()->checkInput();
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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globalInputs::check();
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}
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// Bucle para la pantalla de instrucciones
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void Instructions::run()
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{
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while (section::name == section::NAME_INSTRUCTIONS)
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{
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checkInput();
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update();
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checkEvents(); // Tiene que ir antes del render
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render();
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}
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} |