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coffee_crisis_arcade_edition/source/game_logo.cpp

263 lines
8.0 KiB
C++

#include "game_logo.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h> // Para SDL_FLIP_HORIZONTAL
#include <algorithm> // Para max
#include "animated_sprite.h" // Para AnimatedSprite
#include "jail_audio.h" // Para JA_PlaySound
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "smart_sprite.h" // Para SmartSprite
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "screen.h"
constexpr int ZOOM_FACTOR = 5;
constexpr int FLASH_DELAY = 3;
constexpr int FLASH_LENGHT = FLASH_DELAY + 3;
// Constructor
GameLogo::GameLogo(int x, int y)
: dust_texture_(Resource::get()->getTexture("title_dust.png")),
coffee_texture_(Resource::get()->getTexture("title_coffee.png")),
crisis_texture_(Resource::get()->getTexture("title_crisis.png")),
arcade_edition_texture_(Resource::get()->getTexture("title_arcade_edition.png")),
dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
coffee_sprite_(std::make_unique<SmartSprite>(coffee_texture_)),
crisis_sprite_(std::make_unique<SmartSprite>(crisis_texture_)),
arcade_edition_sprite_(std::make_unique<Sprite>(arcade_edition_texture_, (param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight())),
x_(x),
y_(y) {}
// Inicializa las variables
void GameLogo::init()
{
const auto xp = x_ - coffee_texture_->getWidth() / 2;
const auto desp = getInitialVerticalDesp();
// Variables
coffee_crisis_status_ = Status::DISABLED;
arcade_edition_status_ = Status::DISABLED;
shake_.init(1, 2, 8, xp);
zoom_ = 3.0f * ZOOM_FACTOR;
// Inicializa el bitmap de 'Coffee'
coffee_sprite_->setPosX(xp);
coffee_sprite_->setPosY(y_ - coffee_texture_->getHeight() - desp);
coffee_sprite_->setWidth(coffee_texture_->getWidth());
coffee_sprite_->setHeight(coffee_texture_->getHeight());
coffee_sprite_->setVelX(0.0f);
coffee_sprite_->setVelY(2.5f);
coffee_sprite_->setAccelX(0.0f);
coffee_sprite_->setAccelY(0.1f);
coffee_sprite_->setSpriteClip(0, 0, coffee_texture_->getWidth(), coffee_texture_->getHeight());
coffee_sprite_->setEnabled(true);
coffee_sprite_->setFinishedCounter(0);
coffee_sprite_->setDestX(xp);
coffee_sprite_->setDestY(y_ - coffee_texture_->getHeight());
// Inicializa el bitmap de 'Crisis'
crisis_sprite_->setPosX(xp + 15);
crisis_sprite_->setPosY(y_ + desp);
crisis_sprite_->setWidth(crisis_texture_->getWidth());
crisis_sprite_->setHeight(crisis_texture_->getHeight());
crisis_sprite_->setVelX(0.0f);
crisis_sprite_->setVelY(-2.5f);
crisis_sprite_->setAccelX(0.0f);
crisis_sprite_->setAccelY(-0.1f);
crisis_sprite_->setSpriteClip(0, 0, crisis_texture_->getWidth(), crisis_texture_->getHeight());
crisis_sprite_->setEnabled(true);
crisis_sprite_->setFinishedCounter(0);
crisis_sprite_->setDestX(xp + 15);
crisis_sprite_->setDestY(y_);
// Inicializa el bitmap de 'DustRight'
dust_right_sprite_->resetAnimation();
dust_right_sprite_->setPosX(coffee_sprite_->getPosX() + coffee_sprite_->getWidth());
dust_right_sprite_->setPosY(y_);
dust_right_sprite_->setWidth(16);
dust_right_sprite_->setHeight(16);
dust_right_sprite_->setFlip(SDL_FLIP_HORIZONTAL);
// Inicializa el bitmap de 'DustLeft'
dust_left_sprite_->resetAnimation();
dust_left_sprite_->setPosX(coffee_sprite_->getPosX() - 16);
dust_left_sprite_->setPosY(y_);
dust_left_sprite_->setWidth(16);
dust_left_sprite_->setHeight(16);
// Inicializa el bitmap de 'Arcade Edition'
arcade_edition_sprite_->setZoom(zoom_);
}
// Pinta la clase en pantalla
void GameLogo::render()
{
// Dibuja el logo
coffee_sprite_->render();
crisis_sprite_->render();
if (arcade_edition_status_ != Status::DISABLED)
{
arcade_edition_sprite_->render();
}
// Dibuja el polvillo del logo
dust_right_sprite_->render();
dust_left_sprite_->render();
}
// Actualiza la lógica de la clase
void GameLogo::update()
{
switch (coffee_crisis_status_)
{
case Status::MOVING:
{
coffee_sprite_->update();
crisis_sprite_->update();
// Si los objetos han llegado a su destino, cambia el estado
if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished())
{
coffee_crisis_status_ = Status::SHAKING;
// Reproduce el efecto sonoro
JA_PlaySound(Resource::get()->getSound("title.wav"));
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
case Status::SHAKING:
{
// Agita "COFFEE CRISIS"
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;
coffee_sprite_->setPosX(shake_.origin + desp);
crisis_sprite_->setPosX(shake_.origin + desp + 15);
shake_.remaining--;
}
}
else
{
coffee_sprite_->setPosX(shake_.origin);
crisis_sprite_->setPosX(shake_.origin + 15);
coffee_crisis_status_ = Status::FINISHED;
arcade_edition_status_ = Status::MOVING;
}
dust_right_sprite_->update();
dust_left_sprite_->update();
break;
}
case Status::FINISHED:
{
dust_right_sprite_->update();
dust_left_sprite_->update();
break;
}
default:
break;
}
switch (arcade_edition_status_)
{
case Status::MOVING:
{
zoom_ -= 0.1f * ZOOM_FACTOR;
arcade_edition_sprite_->setZoom(zoom_);
if (zoom_ <= 1.0f)
{
arcade_edition_status_ = Status::SHAKING;
zoom_ = 1.0f;
arcade_edition_sprite_->setZoom(zoom_);
shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
JA_PlaySound(Resource::get()->getSound("title.wav"));
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
case Status::SHAKING:
{
// Agita "ARCADE EDITION"
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;
arcade_edition_sprite_->setX(shake_.origin + desp);
shake_.remaining--;
}
}
else
{
arcade_edition_sprite_->setX(shake_.origin);
arcade_edition_status_ = Status::FINISHED;
}
break;
}
default:
break;
}
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED &&
post_finished_counter_ > 0)
{
--post_finished_counter_;
}
}
// Activa la clase
void GameLogo::enable()
{
init();
coffee_crisis_status_ = Status::MOVING;
}
// Indica si ha terminado la animación
bool GameLogo::hasFinished() const
{
return post_finished_counter_ == 0;
}
// Recarga las texturas
void GameLogo::reLoad()
{
dust_texture_->reLoad();
coffee_texture_->reLoad();
crisis_texture_->reLoad();
arcade_edition_texture_->reLoad();
}
// Calcula el desplazamiento vertical inicial
int GameLogo::getInitialVerticalDesp()
{
auto desp_up = y_;
auto desp_down = param.game.height - y_;
return std::max(desp_up, desp_down);
}