409 lines
11 KiB
C++
409 lines
11 KiB
C++
#include "title.h"
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
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#include <SDL2/SDL_keycode.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <stddef.h> // Para size_t
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#include <string> // Para char_traits, operator+, basic_string
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#include <vector> // Para vector
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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_inputs.h" // Para check, update
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#include "input.h" // Para Input, InputType, INPUT_DO_NOT_ALLOW_R...
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#include "jail_audio.h" // Para JA_GetMusicState, JA_FadeOutMusic, JA_...
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#include "lang.h" // Para getText
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#include "mouse.h" // Para handleEvent
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#include "notifier.h" // Para Notifier
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#include "options.h" // Para OptionsController, Options, options
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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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 Options, Name, name, AttractMode, options
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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 "texture.h" // Para Texture
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "utils.h" // Para Color, Zone, fade_color, no_color, BLOCK
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// Constructor
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Title::Title()
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: text_(Resource::get()->getText("smb2")),
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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()->getNumControllers()),
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state_(TitleState::LOGO_ANIMATING)
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{
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// Configura objetos
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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(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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Resource::get()->getTexture("smb2.gif")->setPalette(1);
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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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}
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// Destructor
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Title::~Title()
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{
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Resource::get()->getTexture("smb2.gif")->setPalette(0);
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JA_StopChannel(-1);
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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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constexpr int TICKS_SPEED = 15;
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if (SDL_GetTicks() - ticks_ > TICKS_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 el objeto screen
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Screen::get()->update();
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// Actualiza las variables de globalInputs
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globalInputs::update();
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// Comprueba el fundido
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fade_->update();
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if (fade_->hasEnded())
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{
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if (selection_ == section::Options::TITLE_TIME_OUT)
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{
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// El menu ha hecho time out
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section::name = next_section_;
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}
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else
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{
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// Se ha pulsado para jugar
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section::name = section::Name::GAME;
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section::options = selection_;
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JA_StopMusic();
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}
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}
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// Establece la lógica según el estado
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switch (state_)
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{
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case TitleState::LOGO_ANIMATING:
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{
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game_logo_->update();
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if (game_logo_->hasFinished())
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{
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state_ = 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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{
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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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// 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(Resource::get()->getMusic("title.ogg"));
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}
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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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{
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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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{
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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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{
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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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}
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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::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bg_color);
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// Dibuja el mosacico de fondo
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tiled_bg_->render();
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// Dibuja el logo con el título del juego
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game_logo_->render();
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constexpr Color shadow = Color(0x14, 0x87, 0xc4);
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if (state_ != TitleState::LOGO_ANIMATING)
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{
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// Mini logo
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const int pos1 = (param.game.height / 5 * 4) + BLOCK;
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const int pos2 = pos1 + mini_logo_sprite_->getHeight() + 3;
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mini_logo_sprite_->setY(pos1);
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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, param.game.game_area.center_x, pos2, TEXT_COPYRIGHT, 1, no_color, 1, shadow);
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}
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if (state_ == TitleState::LOGO_FINISHED)
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{
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// 'PRESS TO PLAY'
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if (counter_ % 50 > 14 && !define_buttons_->isEnabled())
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{
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow);
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}
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}
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if (state_ == TitleState::START_HAS_BEEN_PRESSED)
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{
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// 'PRESS TO PLAY'
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if (counter_ % 10 > 4 && !define_buttons_->isEnabled())
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{
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow);
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}
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}
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// Define Buttons
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define_buttons_->render();
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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::get()->render();
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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 el input para el resto de objetos
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define_buttons_->checkEvents();
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// Si define_buttons_ está habilitado, es él quien gestiona los eventos
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if (!define_buttons_->isEnabled())
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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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// Evento de salida de la aplicación
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if (event.type == SDL_QUIT)
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{
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section::name = section::Name::QUIT;
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section::options = section::Options::QUIT_FROM_EVENT;
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break;
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}
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// Recarga las texturas
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else if (event.type == SDL_RENDER_DEVICE_RESET || event.type == SDL_RENDER_TARGETS_RESET)
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{
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reLoadTextures();
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}
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else if (event.type == SDL_KEYDOWN && event.key.repeat == 0)
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_1: // Redefine los botones del mando #0
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{
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if (define_buttons_->enable(0))
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resetCounter();
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break;
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}
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case SDLK_2: // Redefine los botones del mando #1
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{
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if (define_buttons_->enable(1))
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resetCounter();
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break;
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}
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case SDLK_3: // Intercambia los mandos entre los dos jugadores
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{
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swapControllers();
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resetCounter();
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break;
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}
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case SDLK_4: // Intercambia la asignación del teclado
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{
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swapKeyboard();
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resetCounter();
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break;
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}
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case SDLK_5: // Muestra la asignacion de mandos y teclado
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{
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showControllers();
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resetCounter();
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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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// Comprueba el cursor
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Mouse::handleEvent(event);
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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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// Comprueba las entradas solo si no se estan definiendo los botones
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if (!define_buttons_->isEnabled())
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{
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// Comprueba todos los métodos de control
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for (const auto &controller : options.controllers)
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{
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// START
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if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
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!Input::get()->checkInput(InputType::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
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{
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if (state_ == TitleState::LOGO_FINISHED || ALLOW_TITLE_ANIMATION_SKIP)
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{
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JA_PlaySound(Resource::get()->getSound("game_start.wav"));
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JA_FadeOutMusic(1500);
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switch (controller.player_id)
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{
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case 1:
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selection_ = section::Options::GAME_PLAY_1P;
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break;
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case 2:
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selection_ = section::Options::GAME_PLAY_2P;
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break;
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default:
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selection_ = section::Options::TITLE_TIME_OUT;
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break;
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}
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state_ = TitleState::START_HAS_BEEN_PRESSED;
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counter_ = 0;
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return;
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}
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}
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// SWAP_CONTROLLERS
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if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
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Input::get()->checkInput(InputType::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
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{
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swapControllers();
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return;
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}
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// CONFIG
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if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
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Input::get()->checkInput(InputType::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
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{
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define_buttons_->enable(controller.index);
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return;
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}
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}
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}
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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globalInputs::check();
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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::Name::TITLE)
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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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// Recarga las texturas
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void Title::reLoadTextures()
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{
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game_logo_->reLoad();
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tiled_bg_->reLoad();
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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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{
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if (Input::get()->getNumControllers() == 0)
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return;
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swapOptionsControllers();
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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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{
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swapOptionsKeyboard();
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std::string text = lang::getText(100) + std::to_string(getPlayerWhoUsesKeyboard()) + ": " + lang::getText(69);
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Notifier::get()->showText({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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{
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// Crea vectores de texto vacíos para un número máximo de mandos
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constexpr size_t NUM_CONTROLLERS = 2;
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std::vector<std::string> text(NUM_CONTROLLERS);
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std::vector<int> playerControllerIndex(NUM_CONTROLLERS, -1);
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// Obtiene de cada jugador el índice del mando que tiene asignado
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for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
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{
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// Ejemplo: el jugador 1 tiene el mando 2
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playerControllerIndex.at(options.controllers.at(i).player_id - 1) = i;
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}
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// Genera el texto correspondiente
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for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
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{
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const size_t index = playerControllerIndex.at(i);
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if (options.controllers.at(index).plugged)
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{
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text.at(i) = lang::getText(100) + std::to_string(i + 1) + ": " + options.controllers.at(index).name;
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}
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}
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// Muestra la notificación
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Notifier::get()->showText({text.at(0), text.at(1)});
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}
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