589 lines
14 KiB
C++
589 lines
14 KiB
C++
#include "title.h"
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// Constructor
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Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, options_t *options, Lang *lang, section_t *section)
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{
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// Copia las direcciones de los punteros y objetos
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this->renderer = renderer;
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this->screen = screen;
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this->input = input;
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this->asset = asset;
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this->options = options;
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this->lang = lang;
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this->section = section;
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// Reserva memoria y crea los objetos
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eventHandler = new SDL_Event();
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fade = new Fade(renderer);
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dustTexture = new Texture(renderer, asset->get("title_dust.png"));
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coffeeTexture = new Texture(renderer, asset->get("title_coffee.png"));
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crisisTexture = new Texture(renderer, asset->get("title_crisis.png"));
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coffeeBitmap = new SmartSprite(coffeeTexture, renderer);
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crisisBitmap = new SmartSprite(crisisTexture, renderer);
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dustBitmapL = new AnimatedSprite(dustTexture, renderer, asset->get("title_dust.ani"));
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dustBitmapR = new AnimatedSprite(dustTexture, renderer, asset->get("title_dust.ani"));
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text1 = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text2 = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
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backgroundObj = new Background(renderer, screen, asset);
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backgroundObj->setSrcDest(windowArea);
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backgroundObj->setDstDest(windowArea);
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backgroundObj->setCloudsSpeed(-0.5f);
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backgroundObj->setGradientNumber(1);
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backgroundObj->setTransition(0.8f);
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tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT});
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// Sonidos
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crashSound = JA_LoadSound(asset->get("title.wav").c_str());
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// Musicas
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titleMusic = JA_LoadMusic(asset->get("title.ogg").c_str());
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// Inicializa los valores
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init();
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}
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// Destructor
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Title::~Title()
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{
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// Destruye los objetos y libera la memoria
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delete eventHandler;
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delete fade;
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dustTexture->unload();
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delete dustTexture;
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coffeeTexture->unload();
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delete coffeeTexture;
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crisisTexture->unload();
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delete crisisTexture;
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delete coffeeBitmap;
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delete crisisBitmap;
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delete dustBitmapL;
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delete dustBitmapR;
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delete text1;
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delete text2;
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delete backgroundObj;
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delete tiledbg;
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JA_DeleteSound(crashSound);
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JA_DeleteMusic(titleMusic);
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}
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// Inicializa los valores de las variables
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void Title::init()
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{
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// Inicializa variables
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section->subsection = SUBSECTION_TITLE_1;
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counter = TITLE_COUNTER;
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menuVisible = false;
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nextSection.name = SECTION_PROG_GAME;
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postFade = 0;
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ticks = 0;
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ticksSpeed = 15;
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fade->init(0x17, 0x17, 0x26);
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demo = true;
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// Pone valores por defecto a las opciones de control
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options->input.clear();
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input_t i;
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i.id = 0;
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i.name = "KEYBOARD";
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i.deviceType = INPUT_USE_KEYBOARD;
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options->input.push_back(i);
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i.id = 0;
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i.name = "GAME CONTROLLER";
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i.deviceType = INPUT_USE_GAMECONTROLLER;
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options->input.push_back(i);
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// Comprueba si hay mandos conectados
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checkInputDevices();
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// Pone valores por defecto. El primer jugador el teclado. El segundo jugador el primer mando
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deviceIndex.clear();
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deviceIndex.push_back(availableInputDevices.size() - 1); // El último dispositivo encontrado es el teclado
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deviceIndex.push_back(0); // El primer mando encontrado. Si no ha encontrado ninguno es el teclado
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// Si ha encontrado un mando se lo asigna al segundo jugador
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if (input->gameControllerFound())
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{
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options->input[1].id = availableInputDevices[deviceIndex[1]].id;
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options->input[1].name = availableInputDevices[deviceIndex[1]].name;
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options->input[1].deviceType = availableInputDevices[deviceIndex[1]].deviceType;
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}
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// Inicializa el bitmap de 'Coffee'
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coffeeBitmap->init();
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coffeeBitmap->setPosX(45);
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coffeeBitmap->setPosY(11 - 200);
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coffeeBitmap->setWidth(167);
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coffeeBitmap->setHeight(46);
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coffeeBitmap->setVelX(0.0f);
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coffeeBitmap->setVelY(2.5f);
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coffeeBitmap->setAccelX(0.0f);
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coffeeBitmap->setAccelY(0.1f);
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coffeeBitmap->setSpriteClip(0, 0, 167, 46);
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coffeeBitmap->setEnabled(true);
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coffeeBitmap->setEnabledCounter(0);
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coffeeBitmap->setDestX(45);
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coffeeBitmap->setDestY(11);
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// Inicializa el bitmap de 'Crisis'
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crisisBitmap->init();
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crisisBitmap->setPosX(60);
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crisisBitmap->setPosY(57 + 200);
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crisisBitmap->setWidth(137);
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crisisBitmap->setHeight(46);
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crisisBitmap->setVelX(0.0f);
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crisisBitmap->setVelY(-2.5f);
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crisisBitmap->setAccelX(0.0f);
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crisisBitmap->setAccelY(-0.1f);
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crisisBitmap->setSpriteClip(0, 0, 137, 46);
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crisisBitmap->setEnabled(true);
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crisisBitmap->setEnabledCounter(0);
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crisisBitmap->setDestX(60);
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crisisBitmap->setDestY(57);
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// Inicializa el bitmap de 'DustRight'
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dustBitmapR->resetAnimation();
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dustBitmapR->setPosX(218);
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dustBitmapR->setPosY(47);
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dustBitmapR->setWidth(16);
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dustBitmapR->setHeight(16);
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dustBitmapR->setFlip(SDL_FLIP_HORIZONTAL);
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// Inicializa el bitmap de 'DustLeft'
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dustBitmapL->resetAnimation();
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dustBitmapL->setPosX(33);
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dustBitmapL->setPosY(47);
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dustBitmapL->setWidth(16);
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dustBitmapL->setHeight(16);
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}
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// Actualiza las variables del objeto
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void Title::update()
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{
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// Calcula la lógica de los objetos
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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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// Actualiza el objeto 'background'
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backgroundObj->update();
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// Se realizan diferentes cosas en funcion de la subsección actual
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switch (section->subsection)
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{
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// Sección 1 - Titulo desplazandose
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case SUBSECTION_TITLE_1:
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{
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// Actualiza los objetos
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coffeeBitmap->update();
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crisisBitmap->update();
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// Si los objetos han llegado a su destino, cambiamos de Sección
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if (coffeeBitmap->hasFinished() && crisisBitmap->hasFinished())
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{
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section->subsection = SUBSECTION_TITLE_2;
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// Pantallazo blanco
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screen->setFlash({0xFF, 0xFF, 0xFF}, 5);
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// Reproduce el efecto sonoro
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JA_PlaySound(crashSound);
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}
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}
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break;
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// Sección 2 - Titulo vibrando
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case SUBSECTION_TITLE_2:
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{
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// Agita el logo
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static const int v[] = {-1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, 0};
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static const int a = coffeeBitmap->getPosX();
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static const int b = crisisBitmap->getPosX();
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static int step = 0;
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coffeeBitmap->setPosX(a + v[step / 3]);
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crisisBitmap->setPosX(b + v[step / 3]);
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dustBitmapR->update();
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dustBitmapL->update();
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step++;
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if (step == 33)
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{
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section->subsection = SUBSECTION_TITLE_3;
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step = 0;
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}
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}
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break;
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// Sección 3 - La pantalla de titulo con el menú y la música
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case SUBSECTION_TITLE_3:
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{
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if (counter > 0)
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{
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counter--;
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// Reproduce la música
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if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
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{
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JA_PlayMusic(titleMusic);
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}
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// Actualiza los objetos
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dustBitmapR->update();
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dustBitmapL->update();
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// Actualiza la lógica del titulo
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fade->update();
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if (fade->hasEnded())
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{
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switch (postFade)
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{
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case 0: // 1 PLAYER
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section->name = SECTION_PROG_GAME;
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section->subsection = SUBSECTION_GAME_PLAY_1P;
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JA_StopMusic();
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break;
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case 1: // 2 PLAYERS
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section->name = SECTION_PROG_GAME;
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section->subsection = SUBSECTION_GAME_PLAY_2P;
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JA_StopMusic();
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break;
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case 2: // QUIT
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section->name = SECTION_PROG_QUIT;
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JA_StopMusic();
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break;
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case 3: // TIME OUT
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counter = TITLE_COUNTER;
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if (demo)
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{
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runDemoGame();
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if (section->name != SECTION_PROG_QUIT)
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{
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runInstructions(m_auto);
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}
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if (section->name != SECTION_PROG_QUIT)
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{
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runHiScoreTable(mhst_auto);
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}
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}
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else
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section->name = SECTION_PROG_LOGO;
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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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// Actualiza el mosaico de fondo
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tiledbg->update();
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}
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else if (counter == 0)
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{
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if (demo)
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{
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if (section->name != SECTION_PROG_QUIT)
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{
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runHiScoreTable(mhst_auto);
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}
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runDemoGame();
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if (section->name != SECTION_PROG_QUIT)
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{
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runInstructions(m_auto);
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}
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init();
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demo = false;
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counter = TITLE_COUNTER;
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}
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else
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{
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section->name = SECTION_PROG_LOGO;
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}
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}
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// Sección Instrucciones
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if (section->subsection == SUBSECTION_TITLE_INSTRUCTIONS)
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{
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runInstructions(m_auto);
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counter = TITLE_COUNTER;
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demo = true;
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}
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}
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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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}
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// Dibuja el objeto en pantalla
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void Title::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(bgColor);
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// Dibuja el mosacico de fondo
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tiledbg->render();
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// backgroundObj->render();
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// Dibuja el logo
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coffeeBitmap->render();
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crisisBitmap->render();
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// Dibuja el polvillo del logo
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dustBitmapR->render();
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dustBitmapL->render();
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if (section->subsection == SUBSECTION_TITLE_3)
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{
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// PRESS ANY KEY!
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if (counter % 50 > 14)
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{
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor);
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}
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}
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// Fade
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fade->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba los eventos
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void Title::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) != 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_PROG_QUIT;
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break;
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}
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else if (eventHandler->type == SDL_RENDER_DEVICE_RESET || eventHandler->type == SDL_RENDER_TARGETS_RESET)
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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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// Comprueba las entradas
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void Title::checkInput()
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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_QUIT;
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}
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else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
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{
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screen->switchVideoMode();
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}
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
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{
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screen->decWindowSize();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
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{
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screen->incWindowSize();
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}
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else if (input->checkInput(input_accept, REPEAT_FALSE))
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{
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fade->activateFade();
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postFade = 0;
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}
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}
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// Cambia el valor de la variable de modo de pantalla completa
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void Title::switchFullScreenModeVar()
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{
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switch (options->video.mode)
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{
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case 0:
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options->video.mode = SDL_WINDOW_FULLSCREEN;
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break;
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case SDL_WINDOW_FULLSCREEN:
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options->video.mode = SDL_WINDOW_FULLSCREEN_DESKTOP;
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break;
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case SDL_WINDOW_FULLSCREEN_DESKTOP:
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options->video.mode = 0;
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break;
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default:
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options->video.mode = 0;
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break;
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}
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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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{
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while (section->name == SECTION_PROG_TITLE)
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{
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checkInput();
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update();
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checkEvents();
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render();
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}
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}
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// Ejecuta la parte donde se muestran las instrucciones
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void Title::runInstructions(mode_e mode)
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{
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instructions = new Instructions(renderer, screen, asset, input, lang, section);
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instructions->run(mode);
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delete instructions;
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}
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// Ejecuta la parte donde se muestra la tabla de puntuaciones
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void Title::runHiScoreTable(mode_hiScoreTable_e mode)
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{
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hiScoreTable = new HiScoreTable(renderer, screen, asset, input, lang, options, section);
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hiScoreTable->run(mode);
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delete hiScoreTable;
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}
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// Ejecuta el juego en modo demo
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void Title::runDemoGame()
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{
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demoGame = new Game(1, 0, renderer, screen, asset, lang, input, true, options, section);
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demoGame->run();
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delete demoGame;
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}
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// Modifica las opciones para los controles de los jugadores
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bool Title::updatePlayerInputs(int numPlayer)
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{
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const int numDevices = availableInputDevices.size();
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if (!input->gameControllerFound())
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{ // Si no hay mandos se deja todo de manera prefijada
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deviceIndex[0] = 0;
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deviceIndex[1] = 0;
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options->input[0].id = -1;
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options->input[0].name = "KEYBOARD";
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options->input[0].deviceType = INPUT_USE_KEYBOARD;
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options->input[1].id = 0;
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options->input[1].name = "GAME CONTROLLER";
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options->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
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return true;
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}
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else
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{ // Si hay mas de un dispositivo, se recorre el vector
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if (options->console)
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{
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std::cout << "numplayer:" << numPlayer << std::endl;
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << std::endl;
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}
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// Incrementa el indice
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if (deviceIndex[numPlayer] < numDevices - 1)
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{
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deviceIndex[numPlayer]++;
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}
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else
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{
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deviceIndex[numPlayer] = 0;
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}
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if (options->console)
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{
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std::cout << "deviceindex:" << deviceIndex[numPlayer] << std::endl;
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}
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// Si coincide con el del otro jugador, se lo intercambian
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if (deviceIndex[0] == deviceIndex[1])
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{
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const int theOtherPlayer = (numPlayer + 1) % 2;
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deviceIndex[theOtherPlayer]--;
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if (deviceIndex[theOtherPlayer] < 0)
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{
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deviceIndex[theOtherPlayer] = numDevices - 1;
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}
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}
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// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
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options->input[0] = availableInputDevices[deviceIndex[0]];
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options->input[1] = availableInputDevices[deviceIndex[1]];
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return true;
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}
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}
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// Comprueba cuantos mandos hay conectados para gestionar el menu de opciones
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void Title::checkInputDevices()
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{
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if (options->console)
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{
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std::cout << "Filling devices for options menu..." << std::endl;
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}
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input->discoverGameController();
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const int numControllers = input->getNumControllers();
|
|
availableInputDevices.clear();
|
|
input_t temp;
|
|
|
|
// Añade todos los mandos
|
|
if (numControllers > 0)
|
|
for (int i = 0; i < numControllers; ++i)
|
|
{
|
|
temp.id = i;
|
|
temp.name = input->getControllerName(i);
|
|
temp.deviceType = INPUT_USE_GAMECONTROLLER;
|
|
availableInputDevices.push_back(temp);
|
|
if (options->console)
|
|
{
|
|
std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << std::endl;
|
|
}
|
|
}
|
|
|
|
// Añade el teclado al final
|
|
temp.id = -1;
|
|
temp.name = "KEYBOARD";
|
|
temp.deviceType = INPUT_USE_KEYBOARD;
|
|
availableInputDevices.push_back(temp);
|
|
if (options->console)
|
|
{
|
|
std::cout << "Device " << (int)availableInputDevices.size() << " - " << temp.name.c_str() << std::endl;
|
|
std::cout << std::endl;
|
|
}
|
|
}
|
|
|
|
// Recarga las texturas
|
|
void Title::reLoadTextures()
|
|
{
|
|
dustTexture->reLoad();
|
|
coffeeTexture->reLoad();
|
|
crisisTexture->reLoad();
|
|
tiledbg->reLoad();
|
|
} |