354 lines
13 KiB
C++
354 lines
13 KiB
C++
#include "instructions.h"
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#include <SDL3/SDL.h> // Para SDL_GetTicks, SDL_SetRenderTarget, SDL_Re...
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#include <algorithm> // Para max
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#include <array> // Para array
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#include <string> // Para basic_string, string
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#include <utility> // Para move
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#include <vector> // Para vector
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#include "audio.h" // Para Audio
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#include "color.h" // Para Color, SHADOW_TEXT_COLOR, Zone, NO_TEXT_C...
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#include "fade.h" // Para Fade, FadeMode, FadeType
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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
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#include "lang.h" // Para getText
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#include "param.h" // Para Param, param, ParamGame, ParamFade, Param...
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, name, Options, options
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_COLOR, TEXT_SHADOW
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "utils.h"
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// Constructor
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Instructions::Instructions()
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: renderer_(Screen::get()->getRenderer()),
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texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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text_(Resource::get()->getText("smb2")),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
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fade_(std::make_unique<Fade>()) {
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// Configura las texturas
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SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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Section::name = Section::Name::INSTRUCTIONS;
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view_ = param.game.game_area.rect;
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// Inicializa objetos
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tiled_bg_->setColor(param.title.bg_color);
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fade_->setColor(param.fade.color);
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fade_->setType(FadeType::FULLSCREEN);
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fade_->setPostDuration(param.fade.post_duration);
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fade_->setMode(FadeMode::IN);
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fade_->activate();
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// Inicializa las líneas con un retraso progresivo de 50 ms
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lines_ = initializeLines(256);
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// Rellena la textura de texto
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fillTexture();
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// Inicializa los sprites de los items
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iniSprites();
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}
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// Destructor
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Instructions::~Instructions() {
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item_textures_.clear();
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sprites_.clear();
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SDL_DestroyTexture(backbuffer_);
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SDL_DestroyTexture(texture_);
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}
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// Inicializa los sprites de los items
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void Instructions::iniSprites() {
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// Inicializa las texturas
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item_textures_.emplace_back(Resource::get()->getTexture("item_points1_disk.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points2_gavina.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_clock.png"));
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item_textures_.emplace_back(Resource::get()->getTexture("item_coffee.png"));
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// Inicializa los sprites
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for (int i = 0; i < (int)item_textures_.size(); ++i) {
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auto sprite = std::make_unique<Sprite>(item_textures_[i], 0, 0, param.game.item_size, param.game.item_size);
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sprite->setPosition((SDL_FPoint){sprite_pos_.x, sprite_pos_.y + ((param.game.item_size + item_space_) * i)});
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sprites_.push_back(std::move(sprite));
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}
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}
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// Actualiza los sprites
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void Instructions::updateSprites() {
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SDL_FRect src_rect = {0, 0, param.game.item_size, param.game.item_size};
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// Disquito
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src_rect.y = param.game.item_size * (((counter_ + 12) / 36) % 2);
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sprites_[0]->setSpriteClip(src_rect);
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// Gavina
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src_rect.y = param.game.item_size * (((counter_ + 9) / 36) % 2);
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sprites_[1]->setSpriteClip(src_rect);
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// Pacmar
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src_rect.y = param.game.item_size * (((counter_ + 6) / 36) % 2);
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sprites_[2]->setSpriteClip(src_rect);
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// Time Stopper
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src_rect.y = param.game.item_size * (((counter_ + 3) / 36) % 2);
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sprites_[3]->setSpriteClip(src_rect);
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// Coffee
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src_rect.y = param.game.item_size * (((counter_ + 0) / 36) % 2);
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sprites_[4]->setSpriteClip(src_rect);
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}
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// Rellena la textura de texto
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void Instructions::fillTexture() {
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const int DESP_X = param.game.item_size + 8;
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// Modifica el renderizador para pintar en la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, texture_);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Constantes
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constexpr int NUM_LINES = 4;
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constexpr int NUM_ITEM_LINES = 4;
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constexpr int NUM_POST_HEADERS = 2;
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constexpr int NUM_PRE_HEADERS = 1;
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constexpr int SPACE_POST_HEADER = 20;
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constexpr int SPACE_PRE_HEADER = 28;
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const int SPACE_BETWEEN_LINES = text_->getCharacterSize() * 1.5F;
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const int SPACE_BETWEEN_ITEM_LINES = param.game.item_size + item_space_;
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const int SPACE_NEW_PARAGRAPH = SPACE_BETWEEN_LINES * 0.5F;
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const int SIZE = (NUM_LINES * SPACE_BETWEEN_LINES) + (NUM_ITEM_LINES * SPACE_BETWEEN_ITEM_LINES) + (NUM_POST_HEADERS * SPACE_POST_HEADER) + (NUM_PRE_HEADERS * SPACE_PRE_HEADER) + (SPACE_NEW_PARAGRAPH);
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const int FIRST_LINE = (param.game.height - SIZE) / 2;
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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const std::array<std::string, 5> ITEM_DESCRIPTIONS = {
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Lang::getText("[INSTRUCTIONS] 07"),
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Lang::getText("[INSTRUCTIONS] 08"),
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Lang::getText("[INSTRUCTIONS] 09"),
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Lang::getText("[INSTRUCTIONS] 10"),
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Lang::getText("[INSTRUCTIONS] 11")};
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for (const auto &desc : ITEM_DESCRIPTIONS) {
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const int L = text_->lenght(desc);
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lenght = L > lenght ? L : lenght;
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}
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const int ANCHOR_ITEM = (param.game.width - (lenght + DESP_X)) / 2;
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auto caption_style = TextStyle(ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = TextStyle(NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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// Escribe el texto de las instrucciones
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
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const int ANCHOR1 = FIRST_LINE + SPACE_POST_HEADER;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 0, Lang::getText("[INSTRUCTIONS] 02"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 1, Lang::getText("[INSTRUCTIONS] 03"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 2, Lang::getText("[INSTRUCTIONS] 04"), text_style);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3, Lang::getText("[INSTRUCTIONS] 05"), text_style);
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// Escribe el texto de los objetos y sus puntos
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const int ANCHOR2 = ANCHOR1 + SPACE_PRE_HEADER + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
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const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 0, Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 1, Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 2, Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 3, Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + DESP_X, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 4, Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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// Da valor a la variable
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sprite_pos_.x = ANCHOR_ITEM;
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sprite_pos_.y = ANCHOR3 - ((param.game.item_size - text_->getCharacterSize()) / 2);
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}
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// Rellena el backbuffer
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void Instructions::fillBackbuffer() {
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// Modifica el renderizador para pintar en la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Coloca el texto de fondo
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SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
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// Dibuja los sprites
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for (auto &sprite : sprites_) {
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sprite->render();
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}
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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}
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// Actualiza las variables
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void Instructions::update() {
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if (SDL_GetTicks() - ticks_ > param.game.speed) {
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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::get()->update();
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// Incrementa el contador
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counter_++;
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// Actualiza los sprites
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updateSprites();
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// Gestiona la textura con los graficos
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updateBackbuffer();
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// Actualiza el mosaico de fondo
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tiled_bg_->update();
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// Actualiza el objeto "fade"
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fade_->update();
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// Rellena el backbuffer
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fillBackbuffer();
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}
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}
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// Pinta en pantalla
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void Instructions::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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// Limpia la pantalla
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Screen::get()->clean();
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// Dibuja el mosacico de fondo
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tiled_bg_->render();
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// Copia la textura y el backbuffer al renderizador
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if (view_.y == 0) {
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renderLines(renderer_, backbuffer_, lines_);
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} else {
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, &view_);
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}
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fade_->render();
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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 los eventos
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void Instructions::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 Instructions::checkInput() {
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Input::get()->update();
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GlobalInputs::check();
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}
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// Bucle para la pantalla de instrucciones
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void Instructions::run() {
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Audio::get()->playMusic("title.ogg");
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while (Section::name == Section::Name::INSTRUCTIONS) {
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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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// Método para inicializar las líneas
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auto Instructions::initializeLines(int height) -> std::vector<Line> {
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std::vector<Line> lines;
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for (int y = 0; y < height; y++) {
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int direction = (y % 2 == 0) ? -1 : 1; // Pares a la izquierda, impares a la derecha
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lines.emplace_back(y, 0.0F, direction);
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}
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return lines;
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}
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// Método para mover las líneas con suavizado
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auto Instructions::moveLines(std::vector<Line> &lines, int width, float duration, Uint32 start_delay) -> bool {
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Uint32 current_time = SDL_GetTicks();
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bool all_lines_off_screen = true;
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for (auto &line : lines) {
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// Establecer start_time en el primer cuadro de animación
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if (line.start_time == 0) {
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line.start_time = current_time + line.y * start_delay;
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}
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float elapsed_time = (current_time - line.start_time) / 1000.0F; // Convertir a segundos
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if (elapsed_time < 0) {
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all_lines_off_screen = false; // Si aún no se debe mover esta línea, no están todas fuera de pantalla
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continue;
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}
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if (elapsed_time >= duration) {
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continue; // Si la línea ha salido de los límites, no la muevas más
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}
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float t = elapsed_time / duration;
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float smooth_factor = easeInOutQuint(t);
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line.x = line.direction * smooth_factor * width;
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all_lines_off_screen = false; // Si alguna línea aún se está moviendo, no están todas fuera de pantalla
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}
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return all_lines_off_screen;
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}
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// Método para renderizar las líneas
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void Instructions::renderLines(SDL_Renderer *renderer, SDL_Texture *texture, const std::vector<Line> &lines) {
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for (const auto &line : lines) {
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SDL_FRect src_rect = {0, static_cast<float>(line.y), 320, 1};
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SDL_FRect dst_rect = {static_cast<float>(line.x), static_cast<float>(line.y), 320, 1};
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SDL_RenderTexture(renderer, texture, &src_rect, &dst_rect);
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}
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}
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// Gestiona la textura con los graficos
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void Instructions::updateBackbuffer() {
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// Establece la ventana del backbuffer
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view_.y = std::max(0.0F, param.game.height - counter_ + 100);
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// Verifica si view_.y == 0 y gestiona el temporizador
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if (view_.y == 0) {
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if (!start_delay_triggered_) {
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// Activa el temporizador si no ha sido activado
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start_delay_triggered_ = true;
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start_delay_time_ = SDL_GetTicks();
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} else if (SDL_GetTicks() - start_delay_time_ >= 4000) {
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// Han pasado tres segundos, mover líneas
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all_lines_off_screen_ = moveLines(lines_, 320, 1.0F, 5);
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}
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}
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// Comprueba si el contador ha llegado al final
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if (all_lines_off_screen_) {
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Section::name = Section::Name::TITLE;
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Section::options = Section::Options::TITLE_1;
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}
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} |