Files
coffee_crisis_arcade_edition/source/background.cpp
2025-08-16 19:48:32 +02:00

520 lines
19 KiB
C++

#define _USE_MATH_DEFINES
#include "background.h"
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
#include <algorithm> // Para clamp, max
#include <cmath> // Para M_PI, cos, sin
#include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
// Constructor
Background::Background(float total_progress_to_complete)
: renderer_(Screen::get()->getRenderer()),
buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
grass_texture_(Resource::get()->getTexture("game_grass.png")),
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
sun_texture_(Resource::get()->getTexture("game_sun.png")),
moon_texture_(Resource::get()->getTexture("game_moon.png")),
total_progress_to_complete_(total_progress_to_complete),
progress_per_stage_(total_progress_to_complete_ / STAGES),
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
src_rect_({0, 0, 320, 240}),
dst_rect_({0, 0, 320, 240}),
attenuate_color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
alpha_color_texture_(param.background.attenuate_color.a),
previous_alpha_color_texture_(param.background.attenuate_color.a),
base_(rect_.h) {
initializePaths();
initializeRects();
initializeSprites();
initializeSpriteProperties();
initializeTextures();
}
// Destructor
Background::~Background() {
SDL_DestroyTexture(canvas_);
SDL_DestroyTexture(color_texture_);
}
// Inicializa las rutas del sol y la luna
void Background::initializePaths() {
createSunPath();
createMoonPath();
}
// Inicializa los rectángulos de gradientes y nubes
void Background::initializeRects() {
gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h};
gradient_rect_[2] = {0, rect_.h, rect_.w, rect_.h};
gradient_rect_[3] = {rect_.w, rect_.h, rect_.w, rect_.h};
const float TOP_CLOUDS_TEXTURE_HEIGHT = top_clouds_texture_->getHeight() / 4;
const float BOTTOM_CLOUDS_TEXTURE_HEIGHT = bottom_clouds_texture_->getHeight() / 4;
for (int i = 0; i < 4; ++i) {
top_clouds_rect_[i] = {0, i * TOP_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(top_clouds_texture_->getWidth()), TOP_CLOUDS_TEXTURE_HEIGHT};
bottom_clouds_rect_[i] = {0, i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(bottom_clouds_texture_->getWidth()), BOTTOM_CLOUDS_TEXTURE_HEIGHT};
}
}
// Crea los sprites
void Background::initializeSprites() {
const float TOP_CLOUDS_Y = base_ - 165;
const float BOTTOM_CLOUDS_Y = base_ - 101;
top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){0, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){rect_.w, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){0, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
}
// Configura las propiedades iniciales de los sprites
void Background::initializeSpriteProperties() {
constexpr float TOP_CLOUDS_SPEED = 0.1F;
constexpr float BOTTOM_CLOUDS_SPEED = 0.05F;
top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
top_clouds_sprite_a_->setVelX(-TOP_CLOUDS_SPEED);
top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
top_clouds_sprite_b_->setVelX(-TOP_CLOUDS_SPEED);
bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_a_->setVelX(-BOTTOM_CLOUDS_SPEED);
bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
bottom_clouds_sprite_b_->setVelX(-BOTTOM_CLOUDS_SPEED);
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
sun_sprite_->setPosition(sun_path_.front());
moon_sprite_->setPosition(moon_path_.front());
}
// Inicializa las texturas de renderizado
void Background::initializeTextures() {
canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect_.w, rect_.h);
SDL_SetTextureBlendMode(canvas_, SDL_BLENDMODE_BLEND);
color_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect_.w, rect_.h);
SDL_SetTextureBlendMode(color_texture_, SDL_BLENDMODE_BLEND);
setColor(attenuate_color_);
SDL_SetTextureAlphaMod(color_texture_, alpha_color_texture_);
}
// Actualiza la lógica del objeto
void Background::update() {
// Actualiza la progresión y calcula transiciones
if (!manual_mode_) {
updateProgression();
}
// Actualiza el valor de alpha
updateAlphaColorTexture();
// Actualiza las nubes
updateClouds();
// Calcula el frame de la hierba
grass_sprite_->setSpriteClip(0, (10 * (counter_ / 20 % 2)), 320, 10);
// Calcula el valor de alpha
alpha_ = std::max((255 - (int)(255 * transition_)), 0);
// Mueve el sol y la luna según la progresión
sun_sprite_->setPosition(sun_path_.at(sun_index_));
moon_sprite_->setPosition(moon_path_.at(moon_index_));
// Incrementa el contador
++counter_;
// Compone todos los elementos del fondo en la textura
fillCanvas();
}
// Incrementa la progresión interna
void Background::incrementProgress(float amount) {
if (state_ == State::NORMAL) {
float old_progress = progress_;
progress_ += amount;
progress_ = std::min(progress_, total_progress_to_complete_);
// Notifica el cambio si hay callback y el progreso cambió
if (progress_callback_ && progress_ != old_progress) {
progress_callback_(progress_);
}
}
}
// Establece la progresión absoluta
void Background::setProgress(float absolute_progress) {
float old_progress = progress_;
progress_ = std::clamp(absolute_progress, 0.0f, total_progress_to_complete_);
// Notifica el cambio si hay callback y el progreso cambió
if (progress_callback_ && progress_ != old_progress) {
progress_callback_(progress_);
}
}
// Cambia el estado del fondo
void Background::setState(State new_state) {
state_ = new_state;
}
// Reinicia la progresión
void Background::reset() {
float old_progress = progress_;
progress_ = 0.0f;
state_ = State::NORMAL;
manual_mode_ = false;
gradient_number_ = 0;
transition_ = 0.0f;
sun_index_ = 0;
moon_index_ = 0;
// Notifica el cambio si hay callback
if (progress_callback_ && progress_ != old_progress) {
progress_callback_(progress_);
}
}
// Activa/desactiva el modo manual
void Background::setManualMode(bool manual) {
manual_mode_ = manual;
}
// Establece callback para sincronización automática
void Background::setProgressCallback(ProgressCallback callback) {
progress_callback_ = callback;
}
// Elimina el callback
void Background::removeProgressCallback() {
progress_callback_ = nullptr;
}
// Ajusta la velocidad de las nubes
void Background::setCloudsSpeed(float value) {
clouds_speed_ = value;
// En modo manual, aplicar la velocidad directamente
// Las nubes inferiores van a la mitad de velocidad que las superiores
top_clouds_sprite_a_->setVelX(value);
top_clouds_sprite_b_->setVelX(value);
bottom_clouds_sprite_a_->setVelX(value / 2.0f);
bottom_clouds_sprite_b_->setVelX(value / 2.0f);
}
// Establece el degradado de fondo
void Background::setGradientNumber(int value) {
gradient_number_ = value % STAGES;
}
// Ajusta la transición entre texturas
void Background::setTransition(float value) {
transition_ = std::clamp(value, 0.0F, 1.0F);
}
// Establece la posición del sol
void Background::setSunProgression(float progress) {
progress = std::clamp(progress, 0.0F, 1.0F);
sun_index_ = static_cast<size_t>(progress * (sun_path_.size() - 1));
}
// Establece la posición de la luna
void Background::setMoonProgression(float progress) {
progress = std::clamp(progress, 0.0F, 1.0F);
moon_index_ = static_cast<size_t>(progress * (moon_path_.size() - 1));
}
// Actualiza la progresión y calcula las transiciones
void Background::updateProgression() {
// Si el juego está completado, reduce la progresión gradualmente
if (state_ == State::COMPLETED) {
if (progress_ > MINIMUM_COMPLETED_PROGRESS) {
progress_ -= COMPLETED_REDUCTION_RATE;
} else {
progress_ = MINIMUM_COMPLETED_PROGRESS;
}
}
// Calcula la transición de los diferentes fondos
const float gradient_number_float = std::min(progress_ / progress_per_stage_, 3.0F);
const float percent = gradient_number_float - static_cast<int>(gradient_number_float);
gradient_number_ = static_cast<size_t>(gradient_number_float);
transition_ = percent;
// Calcula la posición del sol
const float sun_progression = std::min(progress_ / sun_completion_progress_, 1.0f);
sun_index_ = static_cast<size_t>(sun_progression * (sun_path_.size() - 1));
// Calcula la posición de la luna
const float moon_progression = std::min(progress_ / total_progress_to_complete_, 1.0f);
moon_index_ = static_cast<size_t>(moon_progression * (moon_path_.size() - 1));
// Actualiza la velocidad de las nubes
updateCloudsSpeed();
}
// Actualiza la velocidad de las nubes según el estado y progresión
void Background::updateCloudsSpeed() {
// Cálculo de velocidad según progreso
constexpr float CLOUDS_INITIAL_SPEED = 0.05F;
constexpr float CLOUDS_FINAL_SPEED = 2.00F - CLOUDS_INITIAL_SPEED;
// Velocidad base según progreso (de -0.05 a -2.00)
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED) +
(-CLOUDS_FINAL_SPEED * (progress_ / total_progress_to_complete_));
// En estado completado, las nubes se ralentizan gradualmente
if (state_ == State::COMPLETED) {
float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) /
(total_progress_to_complete_ - MINIMUM_COMPLETED_PROGRESS);
completion_factor = std::max(0.1f, completion_factor);
base_clouds_speed *= completion_factor;
}
// Aplicar velocidades diferentes para nubes superiores e inferiores
const float top_clouds_speed = base_clouds_speed;
const float bottom_clouds_speed = base_clouds_speed / 2.0f;
// Aplicar las velocidades a los sprites correspondientes
top_clouds_sprite_a_->setVelX(top_clouds_speed);
top_clouds_sprite_b_->setVelX(top_clouds_speed);
bottom_clouds_sprite_a_->setVelX(bottom_clouds_speed);
bottom_clouds_sprite_b_->setVelX(bottom_clouds_speed);
// Guardar la velocidad principal
clouds_speed_ = top_clouds_speed;
}
// Actualiza las nubes
void Background::updateClouds() {
// Mueve las nubes
top_clouds_sprite_a_->update();
top_clouds_sprite_b_->update();
bottom_clouds_sprite_a_->update();
bottom_clouds_sprite_b_->update();
// Calcula el offset de las nubes
if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) {
top_clouds_sprite_a_->setPosX(top_clouds_sprite_a_->getWidth());
}
if (top_clouds_sprite_b_->getPosX() < -top_clouds_sprite_b_->getWidth()) {
top_clouds_sprite_b_->setPosX(top_clouds_sprite_b_->getWidth());
}
if (bottom_clouds_sprite_a_->getPosX() < -bottom_clouds_sprite_a_->getWidth()) {
bottom_clouds_sprite_a_->setPosX(bottom_clouds_sprite_a_->getWidth());
}
if (bottom_clouds_sprite_b_->getPosX() < -bottom_clouds_sprite_b_->getWidth()) {
bottom_clouds_sprite_b_->setPosX(bottom_clouds_sprite_b_->getWidth());
}
}
// Dibuja el gradiente de fondo
void Background::renderGradient() {
// Dibuja el gradiente de detras
gradients_texture_->setAlpha(255);
gradient_sprite_->setSpriteClip(gradient_rect_[(gradient_number_ + 1) % 4]);
gradient_sprite_->render();
// Dibuja el gradiente de delante con una opacidad cada vez menor
gradients_texture_->setAlpha(alpha_);
gradient_sprite_->setSpriteClip(gradient_rect_[gradient_number_]);
gradient_sprite_->render();
}
// Dibuja las nubes de arriba
void Background::renderTopClouds() {
// Dibuja el primer conjunto de nubes, las de detras
top_clouds_texture_->setAlpha(255);
top_clouds_sprite_a_->setSpriteClip(top_clouds_rect_[(gradient_number_ + 1) % 4]);
top_clouds_sprite_b_->setSpriteClip(top_clouds_rect_[(gradient_number_ + 1) % 4]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->render();
// Dibuja el segundo conjunto de nubes, las de delante
top_clouds_texture_->setAlpha(alpha_);
top_clouds_sprite_a_->setSpriteClip(top_clouds_rect_[gradient_number_]);
top_clouds_sprite_b_->setSpriteClip(top_clouds_rect_[gradient_number_]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->render();
}
// Dibuja las nubes de abajo
void Background::renderBottomClouds() {
// Dibuja el primer conjunto de nubes, las de detras
bottom_clouds_texture_->setAlpha(255);
bottom_clouds_sprite_a_->setSpriteClip(bottom_clouds_rect_[(gradient_number_ + 1) % 4]);
bottom_clouds_sprite_b_->setSpriteClip(bottom_clouds_rect_[(gradient_number_ + 1) % 4]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->render();
// Dibuja el segundo conjunto de nubes, las de delante
bottom_clouds_texture_->setAlpha(alpha_);
bottom_clouds_sprite_a_->setSpriteClip(bottom_clouds_rect_[gradient_number_]);
bottom_clouds_sprite_b_->setSpriteClip(bottom_clouds_rect_[gradient_number_]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->render();
}
// Compone todos los elementos del fondo en la textura
void Background::fillCanvas() {
// Cambia el destino del renderizador
auto *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, canvas_);
// Dibuja el gradiente de fondo
renderGradient();
// Dibuja los astros
sun_sprite_->render();
moon_sprite_->render();
// Dibuja las nubes de arriba
renderTopClouds();
// Dibuja las nubes de abajo
renderBottomClouds();
// Dibuja los edificios
buildings_sprite_->render();
// Dibuja la hierba
grass_sprite_->render();
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer_, temp);
}
// Dibuja el objeto
void Background::render() {
// Fondo
SDL_RenderTexture(renderer_, canvas_, &src_rect_, &dst_rect_);
// Atenuación
SDL_RenderTexture(renderer_, color_texture_, &src_rect_, &dst_rect_);
}
// Establece la posición del objeto
void Background::setPos(SDL_FRect pos) {
dst_rect_ = pos;
// Si cambian las medidas del destino, hay que cambiar las del origen para evitar deformar la imagen
src_rect_.x = 0;
src_rect_.y = rect_.h - pos.h;
src_rect_.w = pos.w;
src_rect_.h = pos.h;
}
// Establece el color de atenuación
void Background::setColor(Color color) {
attenuate_color_ = color;
// Colorea la textura
auto *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, color_texture_);
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
}
// Establece la transparencia de la atenuación
void Background::setAlpha(int alpha) {
// Evita que se asignen valores fuera de rango
alpha = std::clamp(alpha, 0, 255);
// Guarda el valor actual y establece el nuevo valor
previous_alpha_color_texture_ = alpha_color_texture_;
alpha_color_texture_ = alpha;
}
// Actualiza el valor de alpha
void Background::updateAlphaColorTexture() {
if (alpha_color_texture_ == previous_alpha_color_texture_) {
return;
}
alpha_color_texture_ > previous_alpha_color_texture_ ? ++previous_alpha_color_texture_ : --previous_alpha_color_texture_;
SDL_SetTextureAlphaMod(color_texture_, previous_alpha_color_texture_);
}
// Precalcula el vector con el recorrido del sol
void Background::createSunPath() {
constexpr float CENTER_X = 170;
const float CENTER_Y = base_ - 80;
constexpr float RADIUS = 120;
// Generar puntos de la curva desde 90 a 180 grados
constexpr double STEP = 0.01;
const int NUM_STEPS = static_cast<int>((M_PI - M_PI / 2) / STEP) + 1;
for (int i = 0; i < NUM_STEPS; ++i) {
double theta = M_PI / 2 + i * STEP;
float x = CENTER_X + (RADIUS * cos(theta));
float y = CENTER_Y - (RADIUS * sin(theta));
sun_path_.push_back({x, y});
}
// Agregar puntos en línea recta después de la curva
constexpr int EXTRA_PIXELS = 40;
SDL_FPoint last_point = sun_path_.back();
for (int i = 1; i <= EXTRA_PIXELS; ++i) {
sun_path_.push_back({last_point.x, last_point.y + i});
}
}
// Precalcula el vector con el recorrido de la luna
void Background::createMoonPath() {
constexpr float CENTER_X = 100;
const float CENTER_Y = base_ - 50;
constexpr float RADIUS = 140;
constexpr double STEP = 0.01;
const int NUM_STEPS = static_cast<int>((M_PI / 2) / STEP) + 1;
constexpr float FREEZE_PERCENTAGE = 0.2f; // Porcentaje final del recorrido que se mantiene fijo
const int FREEZE_START_INDEX = static_cast<int>(NUM_STEPS * (1.0f - FREEZE_PERCENTAGE));
for (int i = 0; i < NUM_STEPS; ++i) {
double theta = i * STEP;
float x = CENTER_X + (RADIUS * cos(theta));
float y = CENTER_Y - (RADIUS * sin(theta));
if (i >= FREEZE_START_INDEX && !moon_path_.empty()) {
moon_path_.push_back(moon_path_.back()); // Repite el último punto válido
} else {
moon_path_.push_back({x, y});
}
}
}