477 lines
12 KiB
C++
477 lines
12 KiB
C++
#include "scoreboard.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <math.h> // for roundf
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#include <iomanip>
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#include <sstream>
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#include "asset.h" // for Asset
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#include "lang.h" // for getText
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Scoreboard *Scoreboard::scoreboard = nullptr;
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// [SINGLETON] Crearemos el objeto scoreboard con esta función estática
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void Scoreboard::init(SDL_Renderer *renderer)
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{
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Scoreboard::scoreboard = new Scoreboard(renderer);
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}
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// [SINGLETON] Destruiremos el objeto scoreboard con esta función estática
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void Scoreboard::destroy()
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{
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delete Scoreboard::scoreboard;
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}
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// [SINGLETON] Con este método obtenemos el objeto scoreboard y podemos trabajar con él
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Scoreboard *Scoreboard::get()
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{
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return Scoreboard::scoreboard;
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}
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// Constructor
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Scoreboard::Scoreboard(SDL_Renderer *renderer)
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: renderer(renderer)
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{
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// Inicializa punteros
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gamePowerMeterTexture = nullptr;
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powerMeterSprite = nullptr;
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textScoreBoard = nullptr;
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// Inicializa variables
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stage = 1;
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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name[i] = "";
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recordName[i] = "";
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selectorPos[i] = 0;
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score[i] = 0;
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mult[i] = 0;
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continueCounter[i] = 0;
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}
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hiScore = 0;
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power = 0;
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hiScoreName = "";
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color = {0, 0, 0};
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rect = {0, 0, 320, 40};
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panel[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
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panel[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
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panel[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
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ticks = SDL_GetTicks();
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counter = 0;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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// Crea objetos
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gamePowerMeterTexture = std::unique_ptr<Texture>(new Texture(renderer, Asset::get()->get("game_power_meter.png")));
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powerMeterSprite = std::unique_ptr<Sprite>(new Sprite(slot4_2.x - 20, slot4_2.y, 40, 7, gamePowerMeterTexture.get()));
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textScoreBoard = std::unique_ptr<Text>(new Text(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), renderer));
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// Crea la textura de fondo
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background = nullptr;
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createBackgroundTexture();
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// Crea las texturas de los paneles
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createPanelTextures();
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// Rellena la textura de fondo
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fillBackgroundTexture();
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}
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Scoreboard::~Scoreboard()
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{
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if (background)
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{
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SDL_DestroyTexture(background);
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}
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for (auto texture : panelTexture)
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{
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if (texture)
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{
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SDL_DestroyTexture(texture);
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}
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}
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}
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// Transforma un valor numérico en una cadena de 6 cifras
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std::string Scoreboard::updateScoreText(int num)
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{
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std::ostringstream oss;
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oss << std::setw(8) << std::setfill('0') << num;
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return oss.str();
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}
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// Actualiza el contador
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void Scoreboard::updateCounter()
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{
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if (SDL_GetTicks() - ticks > SCOREBOARD_TICK_SPEED)
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{
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ticks = SDL_GetTicks();
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counter++;
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}
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}
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// Actualiza la lógica del marcador
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void Scoreboard::update()
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{
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fillBackgroundTexture();
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updateCounter();
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}
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// Pinta el marcador
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void Scoreboard::render()
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{
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SDL_RenderCopy(renderer, background, nullptr, &rect);
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}
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// Establece el valor de la variable
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void Scoreboard::setName(int panel, std::string name)
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{
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this->name[panel] = name;
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}
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// Establece el valor de la variable
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void Scoreboard::setRecordName(int panel, std::string recordName)
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{
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this->recordName[panel] = recordName;
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}
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// Establece el valor de la variable
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void Scoreboard::setSelectorPos(int panel, int pos)
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{
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selectorPos[panel] = pos;
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}
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// Establece el valor de la variable
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void Scoreboard::setScore(int panel, int score)
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{
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this->score[panel] = score;
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}
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// Establece el valor de la variable
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void Scoreboard::setMult(int panel, float mult)
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{
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this->mult[panel] = mult;
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}
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// Establece el valor de la variable
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void Scoreboard::setContinue(int panel, int value)
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{
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continueCounter[panel] = value;
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}
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// Establece el valor de la variable
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void Scoreboard::setStage(int stage)
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{
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this->stage = stage;
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}
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// Establece el valor de la variable
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void Scoreboard::setHiScore(int hiScore)
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{
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this->hiScore = hiScore;
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}
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// Establece el valor de la variable
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void Scoreboard::setPower(float power)
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{
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this->power = power;
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}
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// Establece el valor de la variable
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void Scoreboard::setHiScoreName(std::string name)
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{
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hiScoreName = name;
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}
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// Establece el valor de la variable
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void Scoreboard::setColor(color_t color)
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{
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this->color = color;
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fillBackgroundTexture();
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}
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// Establece el valor de la variable
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void Scoreboard::setPos(SDL_Rect rect)
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{
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this->rect = rect;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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// Crea la textura de fondo
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createBackgroundTexture();
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// Crea las texturas de los paneles
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createPanelTextures();
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// Rellena la textura de fondo
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fillBackgroundTexture();
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}
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// Rellena los diferentes paneles del marcador
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void Scoreboard::fillPanelTextures()
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{
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// Guarda a donde apunta actualmente el renderizador
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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// Genera el contenidoi de cada panel
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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// Cambia el destino del renderizador
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SDL_SetRenderTarget(renderer, panelTexture[i]);
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// Dibuja el fondo de la textura
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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switch (panel[i].mode)
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{
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case ScoreboardMode::SCORE:
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{
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// SCORE
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
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textScoreBoard->writeCentered(slot4_2.x, slot4_2.y, updateScoreText(score[i]));
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// MULT
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(55));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y, std::to_string(mult[i]).substr(0, 3));
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break;
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}
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case ScoreboardMode::DEMO:
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{
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// DEMO MODE
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(101));
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// PRESS START TO PLAY
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if (counter % 10 < 8)
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{
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y - 2, lang::getText(103));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y - 2, lang::getText(104));
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}
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break;
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}
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case ScoreboardMode::WAITING:
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{
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// GAME OVER
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(102));
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// PRESS START TO PLAY
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if (counter % 10 < 8)
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{
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y - 2, lang::getText(103));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y - 2, lang::getText(104));
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}
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break;
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}
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case ScoreboardMode::GAME_OVER:
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{
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// GAME OVER
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(102));
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// PLEASE WAIT
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if (counter % 10 < 8)
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{
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y - 2, lang::getText(114));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y - 2, lang::getText(115));
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}
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break;
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}
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case ScoreboardMode::STAGE_INFO:
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{
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// STAGE
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, lang::getText(57) + std::to_string(stage));
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// POWERMETER
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powerMeterSprite->setSpriteClip(0, 0, 40, 7);
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powerMeterSprite->render();
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powerMeterSprite->setSpriteClip(40, 0, int(power * 40.0f), 7);
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powerMeterSprite->render();
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// HI-SCORE
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(56));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y, hiScoreName + " - " + updateScoreText(hiScore));
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break;
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}
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case ScoreboardMode::CONTINUE:
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{
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// SCORE
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
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textScoreBoard->writeCentered(slot4_2.x, slot4_2.y, updateScoreText(score[i]));
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// CONTINUE
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(105));
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textScoreBoard->writeCentered(slot4_4.x, slot4_4.y, std::to_string(continueCounter[i]));
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break;
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}
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case ScoreboardMode::ENTER_NAME:
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{
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// SCORE
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textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
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textScoreBoard->writeCentered(slot4_2.x, slot4_2.y, updateScoreText(score[i]));
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// ENTER NAME
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(106));
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SDL_Rect rect = {enterNamePos.x, enterNamePos.y, 5, 7};
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xEB, 255);
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for (int j = 0; j < (int)recordName[i].size(); ++j)
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{
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if (j == selectorPos[i])
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{ // La letra seleccionada se pinta de forma intermitente
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if (counter % 3 > 0)
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{
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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}
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else
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{
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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rect.x += 7;
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}
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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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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(renderer, temp);
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}
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// Rellena la textura de fondo
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void Scoreboard::fillBackgroundTexture()
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{
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// Rellena los diferentes paneles del marcador
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fillPanelTextures();
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// Cambia el destino del renderizador
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, background);
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// Dibuja el fondo del marcador
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
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SDL_RenderClear(renderer);
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// Copia las texturas de los paneles
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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SDL_RenderCopy(renderer, panelTexture[i], nullptr, &panel[i].pos);
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}
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// Dibuja la linea que separa la zona de juego del marcador
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renderSeparator();
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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(renderer, temp);
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}
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// Recalcula las anclas de los elementos
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void Scoreboard::recalculateAnchors()
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{
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// Recalcula la posición y el tamaño de los paneles
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const float panelWidth = (float)rect.w / (float)SCOREBOARD_MAX_PANELS;
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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panel[i].pos.x = roundf(panelWidth * i);
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panel[i].pos.y = 0;
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panel[i].pos.w = roundf(panelWidth * (i + 1)) - panel[i].pos.x;
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panel[i].pos.h = rect.h;
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}
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// Constantes para definir las zonas del panel: 4 filas y 1 columna
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const int rowSize = rect.h / 4;
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const int textHeight = 7;
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// Filas
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const int row1 = (rowSize * 0) + (textHeight / 2);
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const int row2 = (rowSize * 1) + (textHeight / 2) - 1;
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const int row3 = (rowSize * 2) + (textHeight / 2) - 2;
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const int row4 = (rowSize * 3) + (textHeight / 2) - 3;
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// Columna
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const int col = panelWidth / 2;
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// Slots de 4
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slot4_1 = {col, row1};
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slot4_2 = {col, row2};
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slot4_3 = {col, row3};
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slot4_4 = {col, row4};
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// Primer cuadrado para poner el nombre de record
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const int enterNameLenght = 8 * 7;
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enterNamePos.x = (panelWidth - enterNameLenght) / 2;
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enterNamePos.y = row4;
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// Recoloca los sprites
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if (powerMeterSprite)
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{
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powerMeterSprite->setPosX(slot4_2.x - 20);
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powerMeterSprite->setPosY(slot4_2.y);
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}
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}
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// Establece el modo del marcador
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void Scoreboard::setMode(int index, ScoreboardMode mode)
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{
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panel[index].mode = mode;
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}
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// Crea la textura de fondo
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void Scoreboard::createBackgroundTexture()
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{
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// Elimina la textura en caso de existir
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if (background)
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{
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SDL_DestroyTexture(background);
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}
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// Recrea la textura de fondo
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background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w, rect.h);
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SDL_SetTextureBlendMode(background, SDL_BLENDMODE_BLEND);
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}
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// Crea las texturas de los paneles
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void Scoreboard::createPanelTextures()
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{
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// Elimina las texturas en caso de existir
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for (auto texture : panelTexture)
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{
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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}
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}
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panelTexture.clear();
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// Crea las texturas para cada panel
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, panel[i].pos.w, panel[i].pos.h);
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
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panelTexture.push_back(tex);
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}
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}
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// Dibuja la linea que separa la zona de juego del marcador
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void Scoreboard::renderSeparator()
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{
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// Dibuja la linea que separa el marcador de la zona de juego
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SDL_SetRenderDrawColor(renderer, separatorColor.r, separatorColor.g, separatorColor.b, 255);
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SDL_RenderDrawLine(renderer, 0, 0, rect.w, 0);
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} |