Files
coffee_crisis_arcade_edition/source/sections/credits.cpp

498 lines
19 KiB
C++

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