270 lines
7.3 KiB
C++
270 lines
7.3 KiB
C++
#include "hiscore_table.h"
|
|
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
|
|
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
|
|
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
|
|
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
|
|
#include <SDL2/SDL_video.h> // Para SDL_WINDOWEVENT_SIZE_CHANGED
|
|
#include <algorithm> // Para max
|
|
#include <vector> // Para vector
|
|
#include "background.h" // Para Background
|
|
#include "fade.h" // Para Fade, FadeMode, FadeType
|
|
#include "global_inputs.h" // Para check
|
|
#include "input.h" // Para Input
|
|
#include "jail_audio.h" // Para JA_GetMusicState, JA_Music_state
|
|
#include "lang.h" // Para getText
|
|
#include "manage_hiscore_table.h" // Para HiScoreEntry
|
|
#include "options.h" // Para Options, OptionsGame, options
|
|
#include "param.h" // Para Param, param, ParamGame, ParamFade
|
|
#include "resource.h" // Para Resource
|
|
#include "screen.h" // Para Screen
|
|
#include "section.h" // Para Name, name, Options, options
|
|
#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
|
|
#include "utils.h" // Para Color, Zone, fade_color, orange_color
|
|
|
|
// Constructor
|
|
HiScoreTable::HiScoreTable()
|
|
: renderer_(Screen::get()->getRenderer()),
|
|
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
|
|
fade_(std::make_unique<Fade>()),
|
|
background_(std::make_unique<Background>()),
|
|
text_(Resource::get()->getText("smb2")),
|
|
counter_(0),
|
|
ticks_(0),
|
|
view_area_({0, 0, param.game.width, param.game.height}),
|
|
fade_mode_(FadeMode::IN)
|
|
{
|
|
// Inicializa el resto de variables
|
|
section::name = section::Name::HI_SCORE_TABLE;
|
|
|
|
// Inicializa objetos
|
|
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
|
|
background_->setPos(param.game.game_area.rect);
|
|
background_->setCloudsSpeed(-0.1f);
|
|
background_->setGradientNumber(1);
|
|
background_->setTransition(0.8f);
|
|
fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
|
|
fade_->setType(FadeType::RANDOM_SQUARE);
|
|
fade_->setPost(param.fade.post_duration);
|
|
fade_->setMode(fade_mode_);
|
|
fade_->activate();
|
|
|
|
// Crea el contenido de la textura con la lista de puntuaciones
|
|
fillTexture();
|
|
}
|
|
|
|
// Destructor
|
|
HiScoreTable::~HiScoreTable()
|
|
{
|
|
SDL_DestroyTexture(backbuffer_);
|
|
}
|
|
|
|
// Actualiza las variables
|
|
void HiScoreTable::update()
|
|
{
|
|
constexpr int TICKS_SPEED = 15;
|
|
|
|
if (SDL_GetTicks() - ticks_ > TICKS_SPEED)
|
|
{
|
|
// Actualiza el contador de ticks
|
|
ticks_ = SDL_GetTicks();
|
|
|
|
// Mantiene la música sonando
|
|
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
|
|
{
|
|
JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
|
|
}
|
|
|
|
// Actualiza el objeto screen
|
|
Screen::get()->update();
|
|
|
|
// Actualiza las variables de globalInputs
|
|
globalInputs::update();
|
|
|
|
// Actualiza el fondo
|
|
background_->update();
|
|
|
|
// Gestiona el fade
|
|
updateFade();
|
|
|
|
// Gestiona el contador y sus eventos
|
|
counter_++;
|
|
|
|
if (counter_ == 150)
|
|
{
|
|
background_->setColor(Color(0, 0, 0));
|
|
background_->setAlpha(96);
|
|
}
|
|
|
|
if (counter_ == COUNTER_END_)
|
|
{
|
|
fade_->activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Crea el contenido de la textura con la lista de puntuaciones
|
|
void HiScoreTable::fillTexture()
|
|
{
|
|
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
|
|
constexpr auto max_names = 10;
|
|
constexpr auto space_between_header = 32;
|
|
const auto space_between_lines = text_->getCharacterSize() * 2.0f;
|
|
const auto size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
|
|
const auto first_line = (param.game.height - size) / 2;
|
|
|
|
// Pinta en el backbuffer el texto y los sprites
|
|
auto temp = SDL_GetRenderTarget(renderer_);
|
|
SDL_SetRenderTarget(renderer_, backbuffer_);
|
|
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
|
|
SDL_RenderClear(renderer_);
|
|
|
|
// Escribe el texto: Mejores puntuaciones
|
|
text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(42), 1, orange_color, 1, shdw_txt_color);
|
|
|
|
// Escribe los nombres de la tabla de puntuaciones
|
|
for (int i = 0; i < max_names; ++i)
|
|
{
|
|
const auto name_lenght = options.game.hi_score_table[i].name.length();
|
|
const auto score = format(options.game.hi_score_table[i].score);
|
|
const auto score_lenght = score.size();
|
|
const auto num_dots = 25 - name_lenght - score_lenght;
|
|
std::string dots;
|
|
for (int j = 0; j < (int)num_dots; ++j)
|
|
{
|
|
dots = dots + ".";
|
|
}
|
|
const auto line = options.game.hi_score_table[i].name + dots + score;
|
|
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, (i * space_between_lines) + first_line + space_between_header, line, 1, orange_color, 1, shdw_txt_color);
|
|
}
|
|
|
|
// Cambia el destino de renderizado
|
|
SDL_SetRenderTarget(renderer_, temp);
|
|
}
|
|
|
|
// Pinta en pantalla
|
|
void HiScoreTable::render()
|
|
{
|
|
// Prepara para empezar a dibujar en la textura de juego
|
|
Screen::get()->start();
|
|
|
|
// Limpia la pantalla
|
|
Screen::get()->clean(bg_color);
|
|
|
|
// Pinta el fondo
|
|
background_->render();
|
|
|
|
// Establece la ventana del backbuffer
|
|
view_area_.y = std::max(0, param.game.height - counter_ + 100);
|
|
|
|
// Copia el backbuffer al renderizador
|
|
SDL_RenderCopy(renderer_, backbuffer_, nullptr, &view_area_);
|
|
|
|
// Renderiza el fade
|
|
fade_->render();
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
Screen::get()->blit();
|
|
}
|
|
|
|
// Recarga todas las texturas
|
|
void HiScoreTable::reloadTextures()
|
|
{
|
|
text_->reLoadTexture();
|
|
fillTexture();
|
|
}
|
|
|
|
// Comprueba los eventos
|
|
void HiScoreTable::checkEvents()
|
|
{
|
|
// Comprueba los eventos que hay en la cola
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
// Evento de salida de la aplicación
|
|
if (event.type == SDL_QUIT)
|
|
{
|
|
section::name = section::Name::QUIT;
|
|
section::options = section::Options::QUIT_FROM_EVENT;
|
|
break;
|
|
}
|
|
|
|
// Comprueba si se ha cambiado el tamaño de la ventana
|
|
else if (event.type == SDL_WINDOWEVENT)
|
|
{
|
|
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
|
|
{
|
|
reloadTextures();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comprueba las entradas
|
|
void HiScoreTable::checkInput()
|
|
{
|
|
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
|
|
if (Input::get()->checkAnyButtonPressed())
|
|
{
|
|
JA_StopMusic();
|
|
section::name = section::Name::TITLE;
|
|
section::options = section::Options::TITLE_1;
|
|
return;
|
|
}
|
|
|
|
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
|
globalInputs::check();
|
|
}
|
|
|
|
// Bucle para la pantalla de instrucciones
|
|
void HiScoreTable::run()
|
|
{
|
|
while (section::name == section::Name::HI_SCORE_TABLE)
|
|
{
|
|
checkInput();
|
|
update();
|
|
checkEvents(); // Tiene que ir antes del render
|
|
render();
|
|
}
|
|
}
|
|
|
|
// Gestiona el fade
|
|
void HiScoreTable::updateFade()
|
|
{
|
|
fade_->update();
|
|
|
|
if (fade_->hasEnded() && fade_mode_ == FadeMode::IN)
|
|
{
|
|
fade_->reset();
|
|
fade_mode_ = FadeMode::OUT;
|
|
fade_->setMode(fade_mode_);
|
|
}
|
|
|
|
if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT)
|
|
{
|
|
section::name = section::Name::INSTRUCTIONS;
|
|
}
|
|
}
|
|
|
|
// Convierte un entero a un string con separadores de miles
|
|
std::string HiScoreTable::format(int number)
|
|
{
|
|
const std::string separator = ".";
|
|
const std::string score = std::to_string(number);
|
|
|
|
auto index = (int)score.size() - 1;
|
|
std::string result;
|
|
auto i = 0;
|
|
while (index >= 0)
|
|
{
|
|
result = score.at(index) + result;
|
|
index--;
|
|
i++;
|
|
if (i == 3)
|
|
{
|
|
i = 0;
|
|
result = separator + result;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
} |