Files
coffee_crisis_arcade_edition/source/hiscore_table.cpp

429 lines
12 KiB
C++

#include "hiscore_table.h"
#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
#include <SDL3/SDL_render.h> // Para SDL_SetRenderTarget, SDL_CreateTex...
#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand, size_t
#include <algorithm> // Para max
#include <functional> // Para function
#include <vector> // Para vector
#include "background.h" // Para Background
#include "fade.h" // Para Fade, FadeMode, FadeType
#include "global_events.h" // Para check
#include "global_inputs.h" // Para check, update
#include "audio.h" // Para JA_GetMusicState, JA_Music_state
#include "lang.h" // Para getText
#include "manage_hiscore_table.h" // Para HiScoreEntry
#include "options.h" // Para GameOptions, Options, options
#include "param.h" // Para Param, param, ParamGame, ParamFade
#include "path_sprite.h" // Para PathSprite, Path, PathType
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options
#include "sprite.h" // Para Sprite
#include "text.h" // Para Text, TEXT_SHADOW, TEXT_COLOR
#include "texture.h" // Para Texture
#include "utils.h" // Para Color, easeOutQuint, fade_color, Zone
// Constructor
HiScoreTable::HiScoreTable()
: renderer_(Screen::get()->getRenderer()),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
fade_(std::make_unique<Fade>()),
background_(std::make_unique<Background>()),
counter_(0),
ticks_(0),
view_area_(SDL_FRect{0, 0, static_cast<float>(param.game.width), static_cast<float>(param.game.height)}),
fade_mode_(FadeMode::IN),
background_fade_color_(Color(0, 0, 0))
{
// Inicializa el resto
section::name = section::Name::HI_SCORE_TABLE;
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
initFade();
initBackground();
iniEntryColors();
createSprites();
}
// Destructor
HiScoreTable::~HiScoreTable()
{
SDL_DestroyTexture(backbuffer_);
options.game.clear_last_hi_score_entries();
}
// Actualiza las variables
void HiScoreTable::update()
{
if (SDL_GetTicks() - ticks_ > param.game.speed)
{
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Actualiza las posiciones de los sprites de texto
updateSprites();
// Actualiza el fondo
background_->update();
// Gestiona el fade
updateFade();
// Gestiona el contador y sus eventos
updateCounter();
// Dibuja los sprites en la textura
fillTexture();
// Actualiza el objeto screen
Screen::get()->update();
// Actualiza las variables de globalInputs
}
}
// Dibuja los sprites en la textura
void HiScoreTable::fillTexture()
{
// Pinta en el backbuffer el texto y los sprites
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
// Escribe el texto: Mejores puntuaciones
header_->render();
// Escribe los nombres de la tabla de puntuaciones
for (auto const &entry : entry_names_)
{
entry->render();
}
// Cambia el destino de renderizado
SDL_SetRenderTarget(renderer_, temp);
}
// Pinta en pantalla
void HiScoreTable::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(BG_COLOR);
// Pinta el fondo
background_->render();
// Establece la ventana del backbuffer
view_area_.y = std::max(0.0f, param.game.height - counter_ + 100);
// Copia el backbuffer al renderizador
SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_);
// Renderiza el fade
fade_->render();
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Comprueba los eventos
void HiScoreTable::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
}
}
// Comprueba las entradas
void HiScoreTable::checkInput() { globalInputs::check(); }
// Bucle para la pantalla de instrucciones
void HiScoreTable::run()
{
Audio::get()->playMusic("title.ogg");
while (section::name == section::Name::HI_SCORE_TABLE)
{
checkInput();
update();
checkEvents(); // Tiene que ir antes del render
render();
}
}
// Gestiona el fade
void HiScoreTable::updateFade()
{
fade_->update();
if (fade_->hasEnded() && fade_mode_ == FadeMode::IN)
{
fade_->reset();
fade_mode_ = FadeMode::OUT;
fade_->setMode(fade_mode_);
}
if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT)
{
section::name = (section::options == section::Options::HI_SCORE_AFTER_PLAYING)
? section::Name::TITLE
: section::Name::INSTRUCTIONS;
section::options = section::Options::NONE;
}
}
// Convierte un entero a un string con separadores de miles
std::string HiScoreTable::format(int number)
{
const std::string separator = ".";
const std::string score = std::to_string(number);
auto index = (int)score.size() - 1;
std::string result;
auto i = 0;
while (index >= 0)
{
result = score.at(index) + result;
index--;
i++;
if (i == 3)
{
i = 0;
result = separator + result;
}
}
return result;
}
// Crea los sprites con los textos
void HiScoreTable::createSprites()
{
auto header_text = Resource::get()->getText("04b_25_grey");
auto entry_text = Resource::get()->getText("smb2");
// Obtiene el tamaño de la textura
float backbuffer_width;
float backbuffer_height;
SDL_GetTextureSize(backbuffer_, &backbuffer_width, &backbuffer_height);
constexpr int ENTRY_LENGHT = 22;
constexpr int MAX_NAMES = 10;
const int space_between_header = entry_text->getCharacterSize() * 4;
const int space_between_lines = entry_text->getCharacterSize() * 2;
const int size = space_between_header + space_between_lines * (MAX_NAMES - 1) + entry_text->getCharacterSize();
const int first_line = (param.game.height - size) / 2;
// Crea el sprite para el texto de cabecera
header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(TEXT_COLOR, lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.getInverse().lighten(25)));
header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line);
// Crea los sprites para las entradas en la tabla de puntuaciones
const int animation = rand() % 4;
const std::string sample_line(ENTRY_LENGHT + 3, ' ');
auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(TEXT_SHADOW, sample_line, 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR));
const auto entry_width = sample_entry->getWidth();
for (int i = 0; i < MAX_NAMES; ++i)
{
const auto table_position = format(i + 1) + ". ";
const auto score = format(options.game.hi_score_table.at(i).score);
const auto num_dots = ENTRY_LENGHT - options.game.hi_score_table.at(i).name.size() - score.size();
const auto one_cc = options.game.hi_score_table.at(i).one_credit_complete ? " }" : "";
std::string dots;
for (int j = 0; j < (int)num_dots; ++j)
{
dots = dots + ".";
}
const auto line = table_position + options.game.hi_score_table.at(i).name + dots + score + one_cc;
entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(TEXT_SHADOW, line, 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR)));
const int default_pos_x = (backbuffer_width - entry_width) / 2;
const int pos_x = (i < 9) ? default_pos_x : default_pos_x - entry_text->getCharacterSize();
const int pos_y = (i * space_between_lines) + first_line + space_between_header;
constexpr int steps = 80;
switch (animation)
{
case 0: // Ambos lados alternativamente
{
if (i % 2 == 0)
{
entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
}
else
{
entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
entry_names_.back()->setPosition(backbuffer_width, 0);
}
break;
}
case 1: // Entran por la izquierda
{
entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
break;
}
case 2: // Entran por la derecha
{
entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
entry_names_.back()->setPosition(backbuffer_width, 0);
break;
}
case 3: // Entran desde la parte inferior
{
entry_names_.back()->addPath(backbuffer_height, pos_y, PathType::VERTICAL, pos_x, steps, easeOutQuint);
entry_names_.back()->setPosition(0, backbuffer_height);
}
default:
break;
}
}
}
// Actualiza las posiciones de los sprites de texto
void HiScoreTable::updateSprites()
{
constexpr int init_counter = 190;
const int counter_between_entries = 16;
if (counter_ >= init_counter)
{
const int counter2 = counter_ - init_counter;
if (counter2 % counter_between_entries == 0)
{
int index = counter2 / counter_between_entries;
if (index < static_cast<int>(entry_names_.size()))
{
entry_names_.at(index)->enable();
}
}
}
for (auto const &entry : entry_names_)
{
entry->update();
}
glowEntryNames();
}
// Inicializa el fade
void HiScoreTable::initFade()
{
fade_->setColor(FADE_COLOR.r, FADE_COLOR.g, FADE_COLOR.b);
fade_->setType(FadeType::RANDOM_SQUARE);
fade_->setPostDuration(param.fade.post_duration);
fade_->setMode(fade_mode_);
fade_->activate();
}
// Inicializa el fondo
void HiScoreTable::initBackground()
{
background_->setPos(param.game.game_area.rect);
background_->setCloudsSpeed(-0.1f);
const int lucky = rand() % 3;
switch (lucky)
{
case 0: // Fondo verde
{
background_->setGradientNumber(2);
background_->setTransition(0.0f);
background_->setSunProgression(1.0f);
background_->setMoonProgression(0.0f);
background_fade_color_ = GREEN_SKY_COLOR;
break;
}
case 1: // Fondo naranja
{
background_->setGradientNumber(1);
background_->setTransition(0.0f);
background_->setSunProgression(0.65f);
background_->setMoonProgression(0.0f);
background_fade_color_ = PINK_SKY_COLOR;
break;
}
case 2: // Fondo azul
{
background_->setGradientNumber(0);
background_->setTransition(0.0f);
background_->setSunProgression(0.0f);
background_->setMoonProgression(0.0f);
background_fade_color_ = BLUE_SKY_COLOR;
break;
}
default:
break;
}
}
// Obtiene un color del vector de colores de entradas
Color HiScoreTable::getEntryColor(int counter_)
{
int cycle_length = entry_colors_.size() * 2 - 2;
size_t n = counter_ % cycle_length;
size_t index;
if (n < entry_colors_.size())
{
index = n; // Avanza: 0,1,2,3
}
else
{
index = 2 * (entry_colors_.size() - 1) - n; // Retrocede: 2,1
}
return entry_colors_[index];
}
// Inicializa los colores de las entradas
void HiScoreTable::iniEntryColors()
{
entry_colors_.clear();
entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(75));
entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(50));
entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(25));
entry_colors_.emplace_back(background_fade_color_.getInverse());
}
// Hace brillar los nombres de la tabla de records
void HiScoreTable::glowEntryNames()
{
const Color entry_color = getEntryColor(counter_ / 5);
for (const auto &entry_index : options.game.last_hi_score_entry)
{
if (entry_index != -1)
{
entry_names_.at(entry_index)->getTexture()->setColor(entry_color);
}
}
}
// Gestiona el contador
void HiScoreTable::updateCounter()
{
++counter_;
if (counter_ == 150)
{
background_->setColor(background_fade_color_.darken());
background_->setAlpha(96);
}
if (counter_ == COUNTER_END_)
{
fade_->activate();
}
}