596 lines
18 KiB
C++
596 lines
18 KiB
C++
#include "title.h"
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#include <SDL3/SDL.h> // Para SDL_GetTicks, Uint32, SDL_EventType
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#include <algorithm> // Para find_if
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#include <cstddef> // Para size_t
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#include <iostream> // Para basic_ostream, basic_ostream::operator<<
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#include <string> // Para basic_string, char_traits, operator+
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#include <vector> // Para vector
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#include "audio.h" // Para Audio
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#include "color.h" // Para Color, Zone, NO_TEXT_COLOR, TITLE_SHADO...
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#include "define_buttons.h" // Para DefineButtons
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#include "fade.h" // Para Fade, FadeType
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#include "game_logo.h" // Para GameLogo
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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#include "input.h" // Para Input, Input::DO_NOT_ALLOW_REPEAT, Input...
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#include "lang.h" // Para getText
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#include "options.h" // Para GamepadOptions, controllers, getPlayerW...
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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#include "player.h" // Para Player, PlayerState
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name, Options, options, AttractMode
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para TEXT_CENTER, TEXT_SHADOW, Text
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "ui/notifier.h" // Para Notifier
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "utils.h"
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class Texture;
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#ifdef _DEBUG
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#include <iomanip> // Para operator<<, setfill, setw
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#endif
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// Constructor
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Title::Title()
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: text_(Resource::get()->getText("smb2_grad")),
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fade_(std::make_unique<Fade>()),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
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game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
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mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
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define_buttons_(std::make_unique<DefineButtons>()),
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num_controllers_(Input::get()->getNumGamepads()),
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state_(TitleState::LOGO_ANIMATING) {
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// Configura objetos
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tiled_bg_->setColor(param.title.bg_color);
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game_logo_->enable();
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mini_logo_sprite_->setX(param.game.game_area.center_x - mini_logo_sprite_->getWidth() / 2);
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fade_->setColor(param.fade.color);
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fade_->setType(FadeType::RANDOM_SQUARE);
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fade_->setPostDuration(param.fade.post_duration);
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initPlayers();
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// Asigna valores a otras variables
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Section::options = Section::Options::TITLE_1;
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const bool IS_TITLE_TO_DEMO = (Section::attract_mode == Section::AttractMode::TITLE_TO_DEMO);
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next_section_ = IS_TITLE_TO_DEMO ? Section::Name::GAME_DEMO : Section::Name::LOGO;
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Section::attract_mode = IS_TITLE_TO_DEMO ? Section::AttractMode::TITLE_TO_LOGO : Section::AttractMode::TITLE_TO_DEMO;
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// Define los anclajes de los elementos
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anchor_.mini_logo = (param.game.height / 5 * 4) + BLOCK;
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mini_logo_sprite_->setY(anchor_.mini_logo);
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anchor_.copyright_text = anchor_.mini_logo + mini_logo_sprite_->getHeight() + 3;
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}
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// Destructor
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Title::~Title() {
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Audio::get()->stopAllSounds();
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if (Section::name == Section::Name::LOGO) {
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Audio::get()->fadeOutMusic(300);
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}
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}
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// Actualiza las variables del objeto
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void Title::update() {
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if (SDL_GetTicks() - ticks_ > param.game.speed) {
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ticks_ = SDL_GetTicks();
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Screen::get()->update();
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updateFade();
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updateState();
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updateStartPrompt();
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updatePlayers();
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}
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static const auto audio = Audio::get();
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audio->update();
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}
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// Dibuja el objeto en pantalla
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void Title::render() {
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static const auto screen = Screen::get();
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screen->start();
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screen->clean();
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tiled_bg_->render();
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game_logo_->render();
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renderPlayers();
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renderStartPrompt();
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renderCopyright();
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define_buttons_->render();
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fade_->render();
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screen->render();
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}
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// Comprueba los eventos
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void Title::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_KEY_DOWN) {
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handleKeyDownEvent(event);
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}
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GlobalEvents::check(event);
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define_buttons_->checkEvents(event);
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}
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}
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void Title::handleKeyDownEvent(const SDL_Event& event) {
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bool is_first_press = static_cast<int>(event.key.repeat) == 0;
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if (is_first_press) {
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handleControlKeys(event.key.key);
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}
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#ifdef _DEBUG
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bool is_repeat = static_cast<int>(event.key.repeat) == 1;
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if (is_repeat) {
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handleDebugColorKeys(event.key.key);
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}
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#endif
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}
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#ifdef _DEBUG
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void Title::handleDebugColorKeys(SDL_Keycode key) {
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static Color color_ = param.title.bg_color;
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adjustColorComponent(key, color_);
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counter_ = 0;
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tiled_bg_->setColor(color_);
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printColorValue(color_);
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}
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void Title::adjustColorComponent(SDL_Keycode key, Color& color) {
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switch (key) {
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case SDLK_A:
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incrementColorComponent(color.r);
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break;
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case SDLK_Z:
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decrementColorComponent(color.r);
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break;
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case SDLK_S:
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incrementColorComponent(color.g);
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break;
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case SDLK_X:
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decrementColorComponent(color.g);
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break;
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case SDLK_D:
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incrementColorComponent(color.b);
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break;
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case SDLK_C:
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decrementColorComponent(color.b);
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break;
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case SDLK_F:
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incrementAllComponents(color);
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break;
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case SDLK_V:
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decrementAllComponents(color);
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break;
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default:
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break;
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}
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}
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void Title::incrementColorComponent(uint8_t& component) {
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if (component < 255) {
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++component;
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}
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}
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void Title::decrementColorComponent(uint8_t& component) {
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if (component > 0) {
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--component;
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}
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}
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void Title::incrementAllComponents(Color& color) {
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incrementColorComponent(color.r);
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incrementColorComponent(color.g);
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incrementColorComponent(color.b);
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}
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void Title::decrementAllComponents(Color& color) {
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decrementColorComponent(color.r);
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decrementColorComponent(color.g);
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decrementColorComponent(color.b);
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}
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void Title::printColorValue(const Color& color) {
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std::cout << "#"
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<< std::hex << std::setw(2) << std::setfill('0') << (int)color.r
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<< std::setw(2) << std::setfill('0') << (int)color.g
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<< std::setw(2) << std::setfill('0') << (int)color.b
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<< std::endl;
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}
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#endif
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void Title::handleControlKeys(SDL_Keycode key) {
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switch (key) {
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case SDLK_1:
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define_buttons_->enable(&Options::gamepad_manager.getGamepad(Player::Id::PLAYER1));
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resetCounter();
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break;
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case SDLK_2:
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define_buttons_->enable(&Options::gamepad_manager.getGamepad(Player::Id::PLAYER2));
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resetCounter();
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break;
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case SDLK_3:
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swapControllers();
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resetCounter();
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break;
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case SDLK_4:
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swapKeyboard();
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resetCounter();
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break;
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case SDLK_5:
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showControllers();
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resetCounter();
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break;
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default:
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break;
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}
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}
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// Comprueba las entradas
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void Title::checkInput() {
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if (shouldSkipInputCheck()) {
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return;
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}
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Input::get()->update();
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if (!ServiceMenu::get()->isEnabled()) {
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processControllerInputs();
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}
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GlobalInputs::check();
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}
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auto Title::shouldSkipInputCheck() const -> bool {
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return define_buttons_->isEnabled();
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}
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void Title::processControllerInputs() {
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for (const auto& controller : Options::gamepad_manager) {
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if (isStartButtonPressed(&controller)) {
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handleStartButtonPress(&controller);
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}
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}
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}
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auto Title::isStartButtonPressed(const Options::Gamepad* controller) -> bool {
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return Input::get()->checkAction(
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Input::Action::START,
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Input::DO_NOT_ALLOW_REPEAT,
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Input::CHECK_KEYBOARD,
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controller->instance);
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}
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void Title::handleStartButtonPress(const Options::Gamepad* controller) {
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if (!canProcessStartButton()) {
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return;
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}
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if (controller->player_id == Player::Id::PLAYER1) {
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processPlayer1Start();
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} else if (controller->player_id == Player::Id::PLAYER2) {
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processPlayer2Start();
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}
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}
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auto Title::canProcessStartButton() const -> bool {
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return (state_ != TitleState::LOGO_ANIMATING || ALLOW_TITLE_ANIMATION_SKIP);
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}
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void Title::processPlayer1Start() {
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if (!player1_start_pressed_) {
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player1_start_pressed_ = true;
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activatePlayerAndSetState(Player::Id::PLAYER1);
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}
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}
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void Title::processPlayer2Start() {
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if (!player2_start_pressed_) {
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player2_start_pressed_ = true;
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activatePlayerAndSetState(Player::Id::PLAYER2);
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}
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}
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void Title::activatePlayerAndSetState(Player::Id player_id) {
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getPlayer(player_id)->setPlayingState(Player::State::TITLE_ANIMATION);
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setState(TitleState::START_HAS_BEEN_PRESSED);
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counter_ = 0;
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}
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// Bucle para el titulo del juego
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void Title::run() {
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while (Section::name == Section::Name::TITLE) {
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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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// Reinicia el contador interno
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void Title::resetCounter() { counter_ = 0; }
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// Intercambia la asignación de mandos a los jugadores
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void Title::swapControllers() {
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if (Input::get()->getNumGamepads() == 0) {
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return;
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}
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Options::swapControllers();
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showControllers();
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}
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// Intercambia el teclado de jugador
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void Title::swapKeyboard() {
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Options::swapKeyboard();
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std::string text = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast<int>(Options::getPlayerWhoUsesKeyboard())) + ": " + Lang::getText("[DEFINE_BUTTONS] KEYBOARD");
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Notifier::get()->show({text});
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}
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// Muestra información sobre los controles y los jugadores
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void Title::showControllers() {
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// Crea los textos
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std::string text1 = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast<int>(Player::Id::PLAYER1)) + ": " + Options::gamepad_manager.getGamepad(Player::Id::PLAYER1).name;
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std::string text2 = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast<int>(Player::Id::PLAYER2)) + ": " + Options::gamepad_manager.getGamepad(Player::Id::PLAYER2).name;
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// Muestra la notificación
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Notifier::get()->show({text1, text2});
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}
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// Actualiza el fade
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void Title::updateFade() {
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fade_->update();
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if (fade_->hasEnded()) {
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const int COMBO = (player1_start_pressed_ ? 1 : 0) | (player2_start_pressed_ ? 2 : 0);
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switch (COMBO) {
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case 0: // Ningún jugador ha pulsado Start
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Section::name = next_section_;
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break;
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case 1: // Solo el jugador 1 ha pulsado Start
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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Audio::get()->stopMusic();
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break;
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case 2: // Solo el jugador 2 ha pulsado Start
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_2P;
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Audio::get()->stopMusic();
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break;
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case 3: // Ambos jugadores han pulsado Start
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_BOTH;
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Audio::get()->stopMusic();
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break;
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}
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}
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}
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// Actualiza el estado
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void Title::updateState() {
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// Establece la lógica según el estado
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switch (state_) {
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case TitleState::LOGO_ANIMATING: {
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game_logo_->update();
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if (game_logo_->hasFinished()) {
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setState(TitleState::LOGO_FINISHED);
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}
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break;
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}
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case TitleState::LOGO_FINISHED: {
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// El contador solo sube si no estamos definiendo botones
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counter_ = define_buttons_->isEnabled() ? 0 : counter_ + 1;
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// Actualiza el logo con el título del juego
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game_logo_->update();
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// Actualiza el mosaico de fondo
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tiled_bg_->update();
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if (counter_ == param.title.title_duration) {
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// El menu ha hecho time out
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fade_->setPostDuration(0);
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fade_->activate();
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selection_ = Section::Options::TITLE_TIME_OUT;
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}
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break;
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}
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case TitleState::START_HAS_BEEN_PRESSED: {
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// Actualiza el logo con el título del juego
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game_logo_->update();
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// Actualiza el mosaico de fondo
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tiled_bg_->update();
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if (counter_ == 100) {
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fade_->activate();
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}
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++counter_;
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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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void Title::updateStartPrompt() {
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constexpr Uint32 LOGO_BLINK_PERIOD = 833; // milisegundos
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constexpr Uint32 LOGO_BLINK_ON_TIME = 583; // 833 - 250
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constexpr Uint32 START_BLINK_PERIOD = 167;
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constexpr Uint32 START_BLINK_ON_TIME = 83; // 167 - 83
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Uint32 time_ms = SDL_GetTicks();
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bool condition_met = false;
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if (!define_buttons_->isEnabled()) {
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switch (state_) {
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case TitleState::LOGO_FINISHED:
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condition_met = (time_ms % LOGO_BLINK_PERIOD) >= (LOGO_BLINK_PERIOD - LOGO_BLINK_ON_TIME);
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break;
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case TitleState::START_HAS_BEEN_PRESSED:
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condition_met = (time_ms % START_BLINK_PERIOD) >= (START_BLINK_PERIOD - START_BLINK_ON_TIME);
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break;
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default:
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break;
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}
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}
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should_render_start_prompt_ = condition_met;
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}
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void Title::renderStartPrompt() {
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if (should_render_start_prompt_) {
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW,
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param.game.game_area.center_x,
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param.title.press_start_position,
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Lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"),
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1,
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NO_TEXT_COLOR,
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1,
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TITLE_SHADOW_TEXT_COLOR);
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}
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}
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void Title::renderCopyright() {
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if (state_ != TitleState::LOGO_ANIMATING) {
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// Mini logo
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mini_logo_sprite_->render();
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// Texto con el copyright
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW,
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param.game.game_area.center_x,
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anchor_.copyright_text,
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std::string(TEXT_COPYRIGHT),
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1,
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NO_TEXT_COLOR,
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1,
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TITLE_SHADOW_TEXT_COLOR);
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}
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}
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// Cambia el estado
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void Title::setState(TitleState state) {
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if (state_ == state) {
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return;
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}
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state_ = state;
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switch (state_) {
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case TitleState::LOGO_ANIMATING:
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break;
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case TitleState::LOGO_FINISHED:
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Audio::get()->playMusic("title.ogg");
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break;
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case TitleState::START_HAS_BEEN_PRESSED:
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Audio::get()->fadeOutMusic(1500);
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break;
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}
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}
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// Inicializa los jugadores
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void Title::initPlayers() {
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std::vector<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
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std::vector<std::vector<std::string>> player_animations; // Vector con las animaciones del jugador
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// Texturas - Player1
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures.push_back(player_texture);
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}
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// Texturas - Player2
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
|
|
player_textures.push_back(player_texture);
|
|
}
|
|
|
|
// Animaciones -- Jugador
|
|
{
|
|
player_animations.emplace_back(Resource::get()->getAnimation("player.ani"));
|
|
player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
|
|
}
|
|
|
|
// Crea los dos jugadores
|
|
constexpr int PLAYER_WIDTH = 32;
|
|
constexpr int PLAYER_HEIGHT = 32;
|
|
const int Y = param.title.press_start_position - (PLAYER_HEIGHT / 2);
|
|
constexpr bool DEMO = false;
|
|
|
|
Player::Config config_player1;
|
|
config_player1.id = Player::Id::PLAYER1;
|
|
config_player1.x = param.game.game_area.center_x - (PLAYER_WIDTH / 2);
|
|
config_player1.y = Y;
|
|
config_player1.demo = DEMO;
|
|
config_player1.play_area = ¶m.game.play_area.rect;
|
|
config_player1.texture = player_textures.at(0);
|
|
config_player1.animations = player_animations;
|
|
config_player1.hi_score_table = &Options::settings.hi_score_table;
|
|
config_player1.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER1) - 1);
|
|
players_.emplace_back(std::make_unique<Player>(config_player1));
|
|
players_.back()->setPlayingState(Player::State::TITLE_HIDDEN);
|
|
|
|
Player::Config config_player2;
|
|
config_player2.id = Player::Id::PLAYER2;
|
|
config_player2.x = param.game.game_area.center_x - (PLAYER_WIDTH / 2);
|
|
config_player2.y = Y;
|
|
config_player2.demo = DEMO;
|
|
config_player2.play_area = ¶m.game.play_area.rect;
|
|
config_player2.texture = player_textures.at(1);
|
|
config_player2.animations = player_animations;
|
|
config_player2.hi_score_table = &Options::settings.hi_score_table;
|
|
config_player2.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER2) - 1);
|
|
players_.emplace_back(std::make_unique<Player>(config_player2));
|
|
players_.back()->setPlayingState(Player::State::TITLE_HIDDEN);
|
|
}
|
|
|
|
// Actualza los jugadores
|
|
void Title::updatePlayers() {
|
|
for (auto& player : players_) {
|
|
player->update();
|
|
}
|
|
}
|
|
|
|
// Renderiza los jugadores
|
|
void Title::renderPlayers() {
|
|
for (auto const& player : players_) {
|
|
player->render();
|
|
}
|
|
}
|
|
|
|
// Obtiene un jugador a partir de su "id"
|
|
auto Title::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
|
|
auto it = std::find_if(players_.begin(), players_.end(), [id](const auto& player) { return player->getId() == id; });
|
|
|
|
if (it != players_.end()) {
|
|
return *it;
|
|
}
|
|
return nullptr;
|
|
} |