296 lines
7.0 KiB
C++
296 lines
7.0 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, param_t *param, section_t *section, JA_Music_t *music)
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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->param = param;
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this->section = section;
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this->music = music;
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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, param);
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text1 = new Text(asset->get("smb2.gif"), asset->get("smb2.txt"), renderer);
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text1->addPalette(asset->get("smb2_pal1.gif"));
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text1->setPalette(1);
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text2 = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
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miniLogoTexture = new Texture(renderer, asset->get("logo_jailgames_mini.png"));
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miniLogoSprite = new Sprite(GAMECANVAS_CENTER_X - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture);
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tiledbg = new Tiledbg(renderer, screen, asset, {0, 0, param->gameWidth, param->gameHeight}, TILED_MODE_RANDOM);
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gameLogo = new GameLogo(renderer, screen, asset, param, GAMECANVAS_CENTER_X, param->titleCC);
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gameLogo->enable();
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defineButtons = new DefineButtons(input, text2, param, options, section);
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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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delete text1;
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delete text2;
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delete miniLogoTexture;
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delete miniLogoSprite;
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delete tiledbg;
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delete gameLogo;
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delete defineButtons;
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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 = 0;
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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->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
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fade->setType(FADE_RANDOM_SQUARE);
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fade->setPost(param->fadePostDuration);
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demo = true;
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numControllers = input->getNumControllers();
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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 screen
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screen->update();
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// Actualiza el objeto 'defineButtons'
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defineButtons->update();
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// Comprueba el fade y si se ha acabado
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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 1: // 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 2: // 2 PLAYER
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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 3: // TIME OUT
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section->name = SECTION_PROG_GAME_DEMO;
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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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// Sección 1 - Titulo animandose
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if (section->subsection == SUBSECTION_TITLE_1)
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{
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gameLogo->update();
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if (gameLogo->hasFinished())
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{
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section->subsection = SUBSECTION_TITLE_2;
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}
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}
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// Sección 2 - La pantalla con el titulo, el fondo animado y la música
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else if (section->subsection == SUBSECTION_TITLE_2)
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{
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// El contador solo sube si no estamos definiendo botones
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if (!defineButtons->isEnabled())
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{
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counter++;
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}
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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(music);
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}
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// Actualiza el logo con el título del juego
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gameLogo->update();
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// Actualiza el mosaico de fondo
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tiledbg->update();
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if (counter == param->titleCounter)
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{
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fade->activate();
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postFade = 3;
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}
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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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// Dibuja el logo con el título del juego
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gameLogo->render();
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if (section->subsection == SUBSECTION_TITLE_2)
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{
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const color_t shadow = {0x14, 0x87, 0xc4};
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// 'PULSA 1P o 2P PARA JUGAR'
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if (counter % 50 > 14 && !defineButtons->isEnabled())
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{
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, param->pressStart, lang->getText(23), 1, noColor, 1, shadow);
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}
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// Mini logo
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const int pos1 = (param->gameHeight / 5 * 4) + BLOCK;
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const int pos2 = pos1 + miniLogoSprite->getHeight() + 3;
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miniLogoSprite->setPosY(pos1);
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miniLogoSprite->render();
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// Texto con el copyright
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text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, pos2, TEXT_COPYRIGHT, 1, noColor, 1, shadow);
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}
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// Define Buttons
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defineButtons->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->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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// Si defineButtons está habilitado, es él quien gestiona los eventos
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if (!defineButtons->isEnabled())
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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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// Recarga las texturas
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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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// Comprueba en el primer mando el botón de salir del programa
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else if (eventHandler->type == SDL_CONTROLLERBUTTONDOWN)
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{
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if ((SDL_GameControllerButton)eventHandler->cbutton.which == 0)
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if ((SDL_GameControllerButton)eventHandler->cbutton.button == input->getControllerBinding(0, input_exit))
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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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}
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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 los controladores solo si no se estan definiendo los botones
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if (!defineButtons->isEnabled())
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{
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// Comprueba si se ha pulsado algún botón para empezar a jugar
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const int index = input->checkAnyButtonPressed();
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if (index)
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{
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if (section->subsection == SUBSECTION_TITLE_2)
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{// No se puede empezar a jugar durante la animación del titulo
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fade->activate();
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postFade = index;
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}
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}
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// Comprueba el teclado para salir
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if (input->checkInput(input_exit, DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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section->name = SECTION_PROG_QUIT;
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}
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// Comprueba si se ha pulsado la tecla 1 o 2 para definir los controladores
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const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
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if (keyStates[SDL_SCANCODE_1] != 0)
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{
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defineButtons->enable(0);
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}
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else if (keyStates[SDL_SCANCODE_2] != 0)
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{
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defineButtons->enable(1);
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}
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}
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// Comprueba el input para el resto de objetos
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screen->checkInput();
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defineButtons->checkInput();
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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(); // 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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gameLogo->reLoad();
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tiledbg->reLoad();
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} |