497 lines
19 KiB
C++
497 lines
19 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
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#include "credits.h"
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture
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#include <algorithm> // Para max, min, clamp
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#include <array> // Para array
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#include <cmath> // Para abs
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#include <stdexcept> // Para runtime_error
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#include <string> // Para basic_string, string
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#include <vector> // Para vector
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#include "audio.h" // Para Audio
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#include "balloon_manager.h" // Para BalloonManager
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#include "fade.h" // Para Fade, FadeType, FadeMode
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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#include "input.h" // Para Input, INPUT_ALLOW_REPEAT
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#include "lang.h" // Para getText
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "player.h" // Para Player, PlayerState
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "section.h" // Para Name, name
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
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#include "texture.h" // Para Texture
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "utils.h" // Para Color, Zone, SHADOW_TEXT_COLOR, NO_TEXT...
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// Textos
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constexpr const char TEXT_COPYRIGHT[] = "@2020,2025 JailDesigner";
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// Constructor
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Credits::Credits()
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: balloon_manager_(std::make_unique<BalloonManager>()),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)) {
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if (!text_texture_) {
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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Section::name = Section::Name::CREDITS;
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balloon_manager_->setPlayArea(play_area_);
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fade_in_->setColor(param.fade.color);
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fade_in_->setType(FadeType::FULLSCREEN);
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fade_in_->setPostDuration(50);
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fade_in_->setMode(FadeMode::IN);
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fade_in_->activate();
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fade_out_->setColor(0, 0, 0);
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fade_out_->setType(FadeType::FULLSCREEN);
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fade_out_->setPostDuration(400);
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updateRedRect();
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tiled_bg_->setColor(Color(255, 96, 96));
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initPlayers();
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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fillTextTexture();
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steps_ = std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4));
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}
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// Destructor
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Credits::~Credits() {
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SDL_DestroyTexture(text_texture_);
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SDL_DestroyTexture(canvas_);
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resetVolume();
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Audio::get()->stopMusic();
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}
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// Bucle principal
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void Credits::run() {
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while (Section::name == Section::Name::CREDITS) {
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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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// Actualiza las variables
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void Credits::update() {
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if (SDL_GetTicks() - ticks_ > param.game.speed) {
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ticks_ = SDL_GetTicks();
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const int REPEAT = want_to_pass_ ? 4 : 1;
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for (int i = 0; i < REPEAT; ++i) {
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tiled_bg_->update();
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cycleColors();
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balloon_manager_->update();
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updateTextureDstRects();
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throwBalloons();
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updatePlayers();
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updateAllFades();
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++counter_;
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}
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Screen::get()->update();
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fillCanvas();
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}
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}
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// Dibuja Credits::en patalla
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void Credits::render() {
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// Prepara para empezar a dibujar en la textura de juego
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Screen::get()->start();
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// Copia la textura con la zona de juego a la pantalla
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SDL_RenderTexture(Screen::get()->getRenderer(), canvas_, nullptr, nullptr);
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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}
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// Comprueba el manejador de eventos
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void Credits::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void Credits::checkInput() {
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Input::get()->update();
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if (!ServiceMenu::get()->isEnabled()) {
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// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
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if (Input::get()->checkAnyButton(INPUT_ALLOW_REPEAT)) {
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want_to_pass_ = true;
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fading_ = mini_logo_on_position_;
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} else {
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want_to_pass_ = false;
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}
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}
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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GlobalInputs::check();
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}
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// Crea la textura con el texto
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void Credits::fillTextTexture() {
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auto text = Resource::get()->getText("smb2");
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auto text_grad = Resource::get()->getText("smb2_grad");
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SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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const std::array<std::string, 11> TEXTS = {
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Lang::getText("[CREDITS] PROGRAMMED_AND_DESIGNED_BY"),
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Lang::getText("[CREDITS] PIXELART_DRAWN_BY"),
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Lang::getText("[CREDITS] MUSIC_COMPOSED_BY"),
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Lang::getText("[CREDITS] SOUND_EFFECTS"),
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"JAILDESIGNER",
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"JAILDOCTOR",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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"WWW.THEMOTIONMONKEY.CO.UK",
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"WWW.KENNEY.NL",
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"JAILDOCTOR",
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"JAILDESIGNER"};
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const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
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const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
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const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 8 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
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credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
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// PROGRAMMED_AND_DESIGNED_BY
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int y = 0;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// PIXELART_DRAWN_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// MUSIC_COMPOSED_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// SOUND_EFFECTS
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(10), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// Mini logo
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y += SPACE_PRE_TITLE;
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mini_logo_rect_src_.y = y;
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
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mini_logo_sprite->render();
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mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
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mini_logo_sprite->render();
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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// Actualiza las variables
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mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
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credits_rect_dst_.y = param.game.game_area.rect.h;
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mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
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mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
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}
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// Dibuja todos los sprites en la textura
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void Credits::fillCanvas() {
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// Cambia el destino del renderizador
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), canvas_);
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// Dibuja el fondo, los globos y los jugadores
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tiled_bg_->render();
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balloon_manager_->render();
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renderPlayers();
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// Dibuja los titulos de credito
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
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// Dibuja el mini_logo
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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// Dibuja los rectangulos negros
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
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// Dibuja el rectangulo rojo
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// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0, 0, 0xFF);
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const Color COLOR = color_.LIGHTEN();
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), COLOR.r, COLOR.g, COLOR.b, 0xFF);
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SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
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// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
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if (mini_logo_on_position_) {
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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}
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// Dibuja el fade sobre el resto de elementos
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fade_in_->render();
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fade_out_->render();
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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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// Actualiza el destino de los rectangulos de las texturas
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void Credits::updateTextureDstRects() {
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if (counter_ % 10 == 0) {
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// Comprueba la posición de la textura con los titulos de credito
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if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) {
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--credits_rect_dst_.y;
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}
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// Comprueba la posición de la textura con el mini_logo
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if (mini_logo_rect_dst_.y == mini_logo_final_pos_) {
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mini_logo_on_position_ = true;
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// Si el jugador quiere pasar los titulos de credito, el fade se inicia solo
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if (want_to_pass_) {
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fading_ = true;
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}
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// Se activa el contador para evitar que la sección sea infinita
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if (counter_prevent_endless_ == 1000) {
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fading_ = true;
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} else {
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++counter_prevent_endless_;
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}
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} else {
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--mini_logo_rect_dst_.y;
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}
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}
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}
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// Tira globos al escenario
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void Credits::throwBalloons() {
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constexpr int SPEED = 200;
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const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
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if (counter_ > ((SETS.size() - 1) * SPEED) * 3) {
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return;
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}
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if (counter_ % SPEED == 0) {
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const int INDEX = (counter_ / SPEED) % SETS.size();
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balloon_manager_->deploySet(SETS.at(INDEX), -60);
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}
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if (counter_ % (SPEED * 4) == 0 && counter_ > 0) {
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balloon_manager_->createPowerBall();
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}
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}
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// Inicializa los jugadores
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void Credits::initPlayers() {
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std::vector<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
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std::vector<std::vector<std::string>> player_animations; // Vector con las animaciones del jugador
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// Texturas - Player1
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures.push_back(player_texture);
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}
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// Texturas - Player2
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{
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std::vector<std::shared_ptr<Texture>> player_texture;
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player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
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player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures.push_back(player_texture);
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}
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// Animaciones -- Jugador
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{
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player_animations.emplace_back(Resource::get()->getAnimation("player.ani"));
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player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
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}
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// Crea los dos jugadores
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constexpr int PLAYER_WIDTH = 32;
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const int Y = play_area_.y + play_area_.h - PLAYER_WIDTH;
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constexpr bool DEMO = false;
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constexpr int AWAY_DISTANCE = 700;
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players_.emplace_back(std::make_unique<Player>(1, play_area_.x - AWAY_DISTANCE - PLAYER_WIDTH, Y, DEMO, play_area_, player_textures.at(0), player_animations));
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players_.back()->setWalkingState(PlayerState::WALKING_RIGHT);
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players_.back()->setPlayingState(PlayerState::CREDITS);
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players_.emplace_back(std::make_unique<Player>(2, play_area_.x + play_area_.w + AWAY_DISTANCE, Y, DEMO, play_area_, player_textures.at(1), player_animations));
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players_.back()->setWalkingState(PlayerState::WALKING_LEFT);
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players_.back()->setPlayingState(PlayerState::CREDITS);
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}
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// Actualiza los rectangulos negros
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void Credits::updateBlackRects() {
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static int current_step_ = steps_;
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if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
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// Si los rectangulos superior e inferior no han llegado al centro
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if (counter_ % 4 == 0) {
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// Incrementa la altura del rectangulo superior
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top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
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// Incrementa la altura y modifica la posición del rectangulo inferior
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++bottom_black_rect_.h;
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bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
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--current_step_;
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setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
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}
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} else {
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// Si los rectangulos superior e inferior han llegado al centro
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if (left_black_rect_.w != param.game.game_area.center_x && right_black_rect_.x != param.game.game_area.center_x) {
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constexpr int SPEED = 2;
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// Si los rectangulos izquierdo y derecho no han llegado al centro
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// Incrementa la anchura del rectangulo situado a la izquierda
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left_black_rect_.w = std::min(left_black_rect_.w + SPEED, param.game.game_area.center_x);
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// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
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right_black_rect_.w += SPEED;
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right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
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--current_step_;
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setVolume(static_cast<int>(initial_volume_ * current_step_ / steps_));
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} else {
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// Si los rectangulos izquierdo y derecho han llegado al centro
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setVolume(0);
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Audio::get()->stopMusic();
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if (counter_pre_fade_ == 400) {
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fade_out_->activate();
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} else {
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++counter_pre_fade_;
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}
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}
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}
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}
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// Actualiza el rectangulo rojo
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void Credits::updateRedRect() {
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border_rect_.x = left_black_rect_.x + left_black_rect_.w;
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border_rect_.y = top_black_rect_.y + top_black_rect_.h - 1;
|
|
border_rect_.w = right_black_rect_.x - border_rect_.x;
|
|
border_rect_.h = bottom_black_rect_.y - border_rect_.y + 1;
|
|
}
|
|
|
|
// Actualiza el estado de fade
|
|
void Credits::updateAllFades() {
|
|
if (fading_) {
|
|
updateBlackRects();
|
|
updateRedRect();
|
|
}
|
|
|
|
fade_in_->update();
|
|
if (fade_in_->hasEnded()) {
|
|
Audio::get()->playMusic("credits.ogg");
|
|
}
|
|
|
|
fade_out_->update();
|
|
if (fade_out_->hasEnded()) {
|
|
Section::name = Section::Name::HI_SCORE_TABLE;
|
|
}
|
|
}
|
|
|
|
// Establece el nivel de volumen
|
|
void Credits::setVolume(int amount) {
|
|
Options::audio.music.volume = std::clamp(amount, 0, 100);
|
|
Audio::get()->setMusicVolume(Options::audio.music.volume);
|
|
}
|
|
|
|
// Reestablece el nivel de volumen
|
|
void Credits::resetVolume() {
|
|
Options::audio.music.volume = initial_volume_;
|
|
Audio::get()->setMusicVolume(Options::audio.music.volume);
|
|
}
|
|
|
|
// Cambia el color del fondo
|
|
void Credits::cycleColors() {
|
|
// constexpr int UPPER_LIMIT = 255; // Límite superior
|
|
// constexpr int LOWER_LIMIT = 80; // Límite inferior
|
|
|
|
constexpr int UPPER_LIMIT = 140; // Límite superior
|
|
constexpr int LOWER_LIMIT = 30; // Límite inferior
|
|
|
|
static float r_ = static_cast<float>(UPPER_LIMIT);
|
|
static float g_ = static_cast<float>(LOWER_LIMIT);
|
|
static float b_ = static_cast<float>(LOWER_LIMIT);
|
|
static float step_r_ = -0.5f; // Paso flotante para transiciones suaves
|
|
static float step_g_ = 0.3f;
|
|
static float step_b_ = 0.1f;
|
|
|
|
// Ajustar valores de R
|
|
r_ += step_r_;
|
|
if (r_ >= UPPER_LIMIT || r_ <= LOWER_LIMIT) {
|
|
step_r_ = -step_r_; // Cambia de dirección al alcanzar los límites
|
|
}
|
|
|
|
// Ajustar valores de G
|
|
g_ += step_g_;
|
|
if (g_ >= UPPER_LIMIT || g_ <= LOWER_LIMIT) {
|
|
step_g_ = -step_g_; // Cambia de dirección al alcanzar los límites
|
|
}
|
|
|
|
// Ajustar valores de B
|
|
b_ += step_b_;
|
|
if (b_ >= UPPER_LIMIT || b_ <= LOWER_LIMIT) {
|
|
step_b_ = -step_b_; // Cambia de dirección al alcanzar los límites
|
|
}
|
|
|
|
// Aplicar el color, redondeando a enteros antes de usar
|
|
color_ = Color(static_cast<int>(r_), static_cast<int>(g_), static_cast<int>(b_));
|
|
tiled_bg_->setColor(color_);
|
|
}
|
|
|
|
// Actualza los jugadores
|
|
void Credits::updatePlayers() {
|
|
for (auto &player : players_) {
|
|
player->update();
|
|
}
|
|
}
|
|
|
|
// Renderiza los jugadores
|
|
void Credits::renderPlayers() {
|
|
for (auto const &player : players_) {
|
|
player->render();
|
|
}
|
|
}
|