380 lines
9.1 KiB
C++
380 lines
9.1 KiB
C++
#include "title.h"
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#include "service.h"
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// Constructor
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Title::Title(Screen *screen, Asset *asset, Input *input, Lang *lang, options_t *options, 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->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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SDL_Renderer *renderer = screen->getRenderer();
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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(param->game.gameArea.centerX - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture);
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tiledbg = new Tiledbg(renderer, asset, {0, 0, param->game.width, param->game.height}, TILED_MODE_RANDOM);
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gameLogo = new GameLogo(renderer, screen, asset, param, param->game.gameArea.centerX, param->title.titleCCPosition);
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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->options = SECTION_OPTIONS_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->fade.postDuration);
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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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if (postFade == -1)
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{
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section->name = SECTION_PROG_GAME_DEMO;
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}
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else
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{
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section->name = SECTION_PROG_GAME;
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section->options = postFade;
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JA_StopMusic();
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}
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}
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// Sección 1 - Titulo animandose
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if (section->options == SECTION_OPTIONS_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->options = SECTION_OPTIONS_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->options == SECTION_OPTIONS_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->title.titleDuration)
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{
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fade->activate();
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postFade = -1;
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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->options == SECTION_OPTIONS_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, param->game.gameArea.centerX, param->title.pressStartPosition, 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->game.height / 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, param->game.gameArea.centerX, 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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else if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
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{
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switch (eventHandler->key.keysym.sym)
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{
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case SDLK_1:
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if (defineButtons->enable(0))
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resetCounter();
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break;
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case SDLK_2:
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if (defineButtons->enable(1))
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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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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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}
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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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//////////////////////////////////////////////////
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// TECLADO //
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//////////////////////////////////////////////////
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// Comprueba el teclado para salir
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if (input->checkInput(input_exit, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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section->name = SECTION_PROG_QUIT;
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section->options = SECTION_OPTIONS_QUIT_NORMAL;
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}
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// Comprueba el teclado para empezar a jugar
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if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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if (section->options == SECTION_OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
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{
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fade->activate();
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postFade = options->controller[0].playerId;
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}
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}
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//////////////////////////////////////////////////
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// MANDO //
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//////////////////////////////////////////////////
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// Comprueba el botón de SERVICE
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switch (checkServiceButton(input))
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{
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case SERVICE_RESET:
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section->name = SECTION_PROG_LOGO;
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screen->showNotification("Reset");
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break;
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case SERVICE_MUTE:
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options->audio.sound.enabled = options->audio.music.enabled = !options->audio.music.enabled;
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JA_EnableMusic(options->audio.music.enabled);
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JA_EnableSound(options->audio.sound.enabled);
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screen->showNotification("Audio " + boolToOnOff(options->audio.music.enabled));
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break;
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case SERVICE_SWAP_CONTROLLERS:
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swapControllers();
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break;
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default:
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break;
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}
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// Comprueba si algun mando quiere ser configurado
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for (int i = 0; i < input->getNumControllers(); ++i)
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{
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if (checkServiceButton(input, i) == SERVICE_CONFIG)
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{
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defineButtons->enable(i);
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}
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}
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// Comprueba el botón de START de los mandos
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for (int i = 0; i < input->getNumControllers(); ++i)
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{
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if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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if (section->options == SECTION_OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
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{
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fade->activate();
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postFade = options->controller[i].playerId;
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}
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}
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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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}
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// Reinicia el contador interno
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void Title::resetCounter()
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{
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counter = 0;
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}
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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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const int numControllers = input->getNumControllers();
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if (numControllers == 0)
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{
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return;
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}
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defineButtons->swapControllers();
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// Crea cadenas de texto vacias para un numero máximo de mandos
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const int MAX_CONTROLLERS = 2;
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std::string text[MAX_CONTROLLERS];
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for (int i = 0; i < MAX_CONTROLLERS; ++i)
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text[i] = "";
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// Obtiene para cada jugador el índice del mando correspondiente
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int playerControllerIndex[numControllers];
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for (int i = 0; i < numControllers; ++i)
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{
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playerControllerIndex[options->controller[i].playerId - 1] = i;
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}
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// Genera el texto correspondiente
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for (int i = 0; i < numControllers; ++i)
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{
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text[i] = "Jugador " + std::to_string(i + 1) + ": " + options->controller[playerControllerIndex[i]].name;
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}
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screen->showNotification(text[0], text[1]);
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resetCounter();
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} |