429 lines
12 KiB
C++
429 lines
12 KiB
C++
#include "hiscore_table.h"
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_events.h> // Para SDL_PollEvent, SDL_Event
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#include <SDL3/SDL_pixels.h> // Para SDL_PixelFormat
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#include <SDL3/SDL_render.h> // Para SDL_SetRenderTarget, SDL_CreateTex...
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#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
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#include <stdlib.h> // Para rand, size_t
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#include <algorithm> // Para max
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#include <functional> // Para function
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#include <vector> // Para vector
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#include "background.h" // Para Background
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#include "fade.h" // Para Fade, FadeMode, FadeType
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check, update
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#include "audio.h" // Para JA_GetMusicState, JA_Music_state
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#include "lang.h" // Para getText
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#include "manage_hiscore_table.h" // Para HiScoreEntry
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#include "options.h" // Para GameOptions, Options, options
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "path_sprite.h" // Para PathSprite, Path, PathType
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "section.h" // Para Name, name, Options, options
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_SHADOW, TEXT_COLOR
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#include "texture.h" // Para Texture
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#include "utils.h" // Para Color, easeOutQuint, fade_color, Zone
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// Constructor
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HiScoreTable::HiScoreTable()
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: renderer_(Screen::get()->getRenderer()),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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fade_(std::make_unique<Fade>()),
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background_(std::make_unique<Background>()),
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counter_(0),
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ticks_(0),
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view_area_(SDL_FRect{0, 0, static_cast<float>(param.game.width), static_cast<float>(param.game.height)}),
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fade_mode_(FadeMode::IN),
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background_fade_color_(Color(0, 0, 0))
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{
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// Inicializa el resto
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section::name = section::Name::HI_SCORE_TABLE;
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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initFade();
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initBackground();
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iniEntryColors();
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createSprites();
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}
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// Destructor
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HiScoreTable::~HiScoreTable()
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{
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SDL_DestroyTexture(backbuffer_);
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options.game.clear_last_hi_score_entries();
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}
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// Actualiza las variables
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void HiScoreTable::update()
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{
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if (SDL_GetTicks() - ticks_ > param.game.speed)
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{
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// Actualiza el contador de ticks
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ticks_ = SDL_GetTicks();
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// Actualiza las posiciones de los sprites de texto
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updateSprites();
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// Actualiza el fondo
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background_->update();
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// Gestiona el fade
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updateFade();
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// Gestiona el contador y sus eventos
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updateCounter();
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// Dibuja los sprites en la textura
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fillTexture();
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// Actualiza el objeto screen
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Screen::get()->update();
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// Actualiza las variables de globalInputs
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}
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}
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// Dibuja los sprites en la textura
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void HiScoreTable::fillTexture()
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{
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// Pinta en el backbuffer el texto y los sprites
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Escribe el texto: Mejores puntuaciones
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header_->render();
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// Escribe los nombres de la tabla de puntuaciones
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for (auto const &entry : entry_names_)
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{
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entry->render();
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}
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// Cambia el destino de renderizado
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SDL_SetRenderTarget(renderer_, temp);
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}
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// Pinta en pantalla
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void HiScoreTable::render()
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{
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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(BG_COLOR);
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// Pinta el fondo
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background_->render();
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// Establece la ventana del backbuffer
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view_area_.y = std::max(0.0f, param.game.height - counter_ + 100);
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// Copia el backbuffer al renderizador
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_area_);
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// Renderiza el fade
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fade_->render();
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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}
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// Comprueba los eventos
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void HiScoreTable::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void HiScoreTable::checkInput() { globalInputs::check(); }
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// Bucle para la pantalla de instrucciones
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void HiScoreTable::run()
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{
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Audio::get()->playMusic("title.ogg");
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while (section::name == section::Name::HI_SCORE_TABLE)
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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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}
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// Gestiona el fade
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void HiScoreTable::updateFade()
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{
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fade_->update();
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if (fade_->hasEnded() && fade_mode_ == FadeMode::IN)
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{
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fade_->reset();
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fade_mode_ = FadeMode::OUT;
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fade_->setMode(fade_mode_);
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}
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if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT)
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{
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section::name = (section::options == section::Options::HI_SCORE_AFTER_PLAYING)
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? section::Name::TITLE
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: section::Name::INSTRUCTIONS;
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section::options = section::Options::NONE;
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}
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}
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// Convierte un entero a un string con separadores de miles
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std::string HiScoreTable::format(int number)
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{
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const std::string separator = ".";
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const std::string score = std::to_string(number);
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auto index = (int)score.size() - 1;
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std::string result;
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auto i = 0;
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while (index >= 0)
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{
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result = score.at(index) + result;
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index--;
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i++;
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if (i == 3)
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{
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i = 0;
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result = separator + result;
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}
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}
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return result;
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}
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// Crea los sprites con los textos
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void HiScoreTable::createSprites()
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{
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auto header_text = Resource::get()->getText("04b_25_grey");
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auto entry_text = Resource::get()->getText("smb2");
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// Obtiene el tamaño de la textura
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float backbuffer_width;
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float backbuffer_height;
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SDL_GetTextureSize(backbuffer_, &backbuffer_width, &backbuffer_height);
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constexpr int ENTRY_LENGHT = 22;
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constexpr int MAX_NAMES = 10;
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const int space_between_header = entry_text->getCharacterSize() * 4;
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const int space_between_lines = entry_text->getCharacterSize() * 2;
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const int size = space_between_header + space_between_lines * (MAX_NAMES - 1) + entry_text->getCharacterSize();
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const int first_line = (param.game.height - size) / 2;
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// Crea el sprite para el texto de cabecera
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header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(TEXT_COLOR, lang::getText("HIGHSCORE_TABLE_42"), -2, background_fade_color_.getInverse().lighten(25)));
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header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line);
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// Crea los sprites para las entradas en la tabla de puntuaciones
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const int animation = rand() % 4;
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const std::string sample_line(ENTRY_LENGHT + 3, ' ');
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auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(TEXT_SHADOW, sample_line, 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR));
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const auto entry_width = sample_entry->getWidth();
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for (int i = 0; i < MAX_NAMES; ++i)
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{
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const auto table_position = format(i + 1) + ". ";
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const auto score = format(options.game.hi_score_table.at(i).score);
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const auto num_dots = ENTRY_LENGHT - options.game.hi_score_table.at(i).name.size() - score.size();
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const auto one_cc = options.game.hi_score_table.at(i).one_credit_complete ? " }" : "";
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std::string dots;
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for (int j = 0; j < (int)num_dots; ++j)
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{
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dots = dots + ".";
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}
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const auto line = table_position + options.game.hi_score_table.at(i).name + dots + score + one_cc;
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(TEXT_SHADOW, line, 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR)));
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const int default_pos_x = (backbuffer_width - entry_width) / 2;
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const int pos_x = (i < 9) ? default_pos_x : default_pos_x - entry_text->getCharacterSize();
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const int pos_y = (i * space_between_lines) + first_line + space_between_header;
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constexpr int steps = 80;
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switch (animation)
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{
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case 0: // Ambos lados alternativamente
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{
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if (i % 2 == 0)
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{
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entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
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entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
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}
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else
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{
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entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
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entry_names_.back()->setPosition(backbuffer_width, 0);
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}
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break;
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}
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case 1: // Entran por la izquierda
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{
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entry_names_.back()->addPath(-entry_names_.back()->getWidth(), pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
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entry_names_.back()->setPosition(-entry_names_.back()->getWidth(), 0);
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break;
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}
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case 2: // Entran por la derecha
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{
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entry_names_.back()->addPath(backbuffer_width, pos_x, PathType::HORIZONTAL, pos_y, steps, easeOutQuint);
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entry_names_.back()->setPosition(backbuffer_width, 0);
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break;
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}
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case 3: // Entran desde la parte inferior
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{
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entry_names_.back()->addPath(backbuffer_height, pos_y, PathType::VERTICAL, pos_x, steps, easeOutQuint);
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entry_names_.back()->setPosition(0, backbuffer_height);
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}
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default:
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break;
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}
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}
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}
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// Actualiza las posiciones de los sprites de texto
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void HiScoreTable::updateSprites()
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{
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constexpr int init_counter = 190;
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const int counter_between_entries = 16;
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if (counter_ >= init_counter)
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{
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const int counter2 = counter_ - init_counter;
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if (counter2 % counter_between_entries == 0)
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{
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int index = counter2 / counter_between_entries;
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if (index < static_cast<int>(entry_names_.size()))
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{
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entry_names_.at(index)->enable();
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}
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}
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}
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for (auto const &entry : entry_names_)
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{
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entry->update();
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}
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glowEntryNames();
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}
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// Inicializa el fade
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void HiScoreTable::initFade()
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{
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fade_->setColor(FADE_COLOR.r, FADE_COLOR.g, FADE_COLOR.b);
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fade_->setType(FadeType::RANDOM_SQUARE);
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fade_->setPostDuration(param.fade.post_duration);
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fade_->setMode(fade_mode_);
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fade_->activate();
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}
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// Inicializa el fondo
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void HiScoreTable::initBackground()
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{
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background_->setPos(param.game.game_area.rect);
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background_->setCloudsSpeed(-0.1f);
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const int lucky = rand() % 3;
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switch (lucky)
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{
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case 0: // Fondo verde
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{
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background_->setGradientNumber(2);
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background_->setTransition(0.0f);
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background_->setSunProgression(1.0f);
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background_->setMoonProgression(0.0f);
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background_fade_color_ = GREEN_SKY_COLOR;
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break;
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}
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case 1: // Fondo naranja
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{
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background_->setGradientNumber(1);
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background_->setTransition(0.0f);
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background_->setSunProgression(0.65f);
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background_->setMoonProgression(0.0f);
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background_fade_color_ = PINK_SKY_COLOR;
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break;
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}
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case 2: // Fondo azul
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{
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background_->setGradientNumber(0);
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background_->setTransition(0.0f);
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background_->setSunProgression(0.0f);
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background_->setMoonProgression(0.0f);
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background_fade_color_ = BLUE_SKY_COLOR;
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break;
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}
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default:
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break;
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}
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}
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// Obtiene un color del vector de colores de entradas
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Color HiScoreTable::getEntryColor(int counter_)
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{
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int cycle_length = entry_colors_.size() * 2 - 2;
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size_t n = counter_ % cycle_length;
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size_t index;
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if (n < entry_colors_.size())
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{
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index = n; // Avanza: 0,1,2,3
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}
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else
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{
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index = 2 * (entry_colors_.size() - 1) - n; // Retrocede: 2,1
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}
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return entry_colors_[index];
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}
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// Inicializa los colores de las entradas
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void HiScoreTable::iniEntryColors()
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{
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entry_colors_.clear();
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entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(75));
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entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(50));
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entry_colors_.emplace_back(background_fade_color_.getInverse().lighten(25));
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entry_colors_.emplace_back(background_fade_color_.getInverse());
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}
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// Hace brillar los nombres de la tabla de records
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void HiScoreTable::glowEntryNames()
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{
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const Color entry_color = getEntryColor(counter_ / 5);
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for (const auto &entry_index : options.game.last_hi_score_entry)
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{
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if (entry_index != -1)
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{
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entry_names_.at(entry_index)->getTexture()->setColor(entry_color);
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}
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}
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}
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// Gestiona el contador
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void HiScoreTable::updateCounter()
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{
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++counter_;
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if (counter_ == 150)
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{
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background_->setColor(background_fade_color_.darken());
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background_->setAlpha(96);
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}
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if (counter_ == COUNTER_END_)
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{
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fade_->activate();
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}
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} |