212 lines
6.5 KiB
C++
212 lines
6.5 KiB
C++
#include "game_logo.h"
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#include <SDL2/SDL_render.h> // for SDL_FLIP_HORIZONTAL
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#include <algorithm> // for max
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#include "animated_sprite.h" // for SpriteAnimated
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#include "asset.h" // for Asset
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#include "jail_audio.h" // JA_PlaySound
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#include "param.h" // for param
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "smart_sprite.h" // for SpriteSmart
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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#include "utils.h" // for Param, ParamGame, ParamTitle
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// Constructor
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GameLogo::GameLogo(int x, int y)
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: dust_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_dust.png"))),
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coffee_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_coffee.png"))),
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crisis_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_crisis.png"))),
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arcade_edition_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_arcade_edition.png"))),
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dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"))),
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dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"))),
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coffee_sprite_(std::make_unique<SmartSprite>(coffee_texture_)),
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crisis_sprite_(std::make_unique<SmartSprite>(crisis_texture_)),
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arcade_edition_sprite_(std::make_unique<Sprite>(arcade_edition_texture_, (param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight())),
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x_(x),
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y_(y)
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{
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// Inicializa las variables
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init();
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}
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// Inicializa las variables
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void GameLogo::init()
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{
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const auto xp = x_ - coffee_sprite_->getWidth() / 2;
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const auto desp = getInitialVerticalDesp();
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// Variables
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status_ = Status::DISABLED;
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shake_.desp = 1;
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shake_.delay = 2;
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shake_.lenght = 8;
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shake_.remaining = shake_.lenght;
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shake_.counter = shake_.delay;
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shake_.origin = xp;
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// Inicializa el bitmap de 'Coffee'
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coffee_sprite_->init();
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coffee_sprite_->setPosX(xp);
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coffee_sprite_->setPosY(y_ - coffee_texture_->getHeight() - desp);
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coffee_sprite_->setWidth(coffee_texture_->getWidth());
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coffee_sprite_->setHeight(coffee_texture_->getHeight());
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coffee_sprite_->setVelX(0.0f);
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coffee_sprite_->setVelY(2.5f);
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coffee_sprite_->setAccelX(0.0f);
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coffee_sprite_->setAccelY(0.1f);
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coffee_sprite_->setSpriteClip(0, 0, coffee_texture_->getWidth(), coffee_texture_->getHeight());
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coffee_sprite_->setEnabled(true);
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coffee_sprite_->setFinishedCounter(0);
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coffee_sprite_->setDestX(xp);
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coffee_sprite_->setDestY(y_ - coffee_texture_->getHeight());
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// Inicializa el bitmap de 'Crisis'
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crisis_sprite_->init();
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crisis_sprite_->setPosX(xp + 15);
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crisis_sprite_->setPosY(y_ + desp);
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crisis_sprite_->setWidth(crisis_texture_->getWidth());
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crisis_sprite_->setHeight(crisis_texture_->getHeight());
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crisis_sprite_->setVelX(0.0f);
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crisis_sprite_->setVelY(-2.5f);
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crisis_sprite_->setAccelX(0.0f);
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crisis_sprite_->setAccelY(-0.1f);
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crisis_sprite_->setSpriteClip(0, 0, crisis_texture_->getWidth(), crisis_texture_->getHeight());
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crisis_sprite_->setEnabled(true);
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crisis_sprite_->setFinishedCounter(0);
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crisis_sprite_->setDestX(xp + 15);
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crisis_sprite_->setDestY(y_);
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// Inicializa el bitmap de 'DustRight'
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dust_right_sprite_->resetAnimation();
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dust_right_sprite_->setPosX(coffee_sprite_->getPosX() + coffee_sprite_->getWidth());
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dust_right_sprite_->setPosY(y_);
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dust_right_sprite_->setWidth(16);
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dust_right_sprite_->setHeight(16);
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dust_right_sprite_->setFlip(SDL_FLIP_HORIZONTAL);
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// Inicializa el bitmap de 'DustLeft'
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dust_left_sprite_->resetAnimation();
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dust_left_sprite_->setPosX(coffee_sprite_->getPosX() - 16);
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dust_left_sprite_->setPosY(y_);
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dust_left_sprite_->setWidth(16);
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dust_left_sprite_->setHeight(16);
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}
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// Pinta la clase en pantalla
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void GameLogo::render()
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{
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// Dibuja el logo
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coffee_sprite_->render();
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crisis_sprite_->render();
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if (status_ == Status::FINISHED)
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{
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arcade_edition_sprite_->render();
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}
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// Dibuja el polvillo del logo
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dust_right_sprite_->render();
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dust_left_sprite_->render();
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}
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// Actualiza la lógica de la clase
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void GameLogo::update()
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{
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switch (status_)
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{
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case Status::MOVING:
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{
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coffee_sprite_->update();
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crisis_sprite_->update();
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// Si los objetos han llegado a su destino, cambiamos de Sección
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if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished())
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{
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status_ = Status::SHAKING;
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// Reproduce el efecto sonoro
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JA_PlaySound(Resource::get()->getSound("title.wav"));
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}
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break;
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}
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case Status::SHAKING:
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{
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// Agita el logo
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if (shake_.remaining > 0)
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{
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if (shake_.counter > 0)
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{
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shake_.counter--;
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}
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else
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{
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shake_.counter = shake_.delay;
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const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
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coffee_sprite_->setPosX(shake_.origin + desp);
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crisis_sprite_->setPosX(shake_.origin + desp + 15);
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shake_.remaining--;
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}
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}
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else
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{
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coffee_sprite_->setPosX(shake_.origin);
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crisis_sprite_->setPosX(shake_.origin + 15);
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status_ = Status::FINISHED;
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}
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dust_right_sprite_->update();
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dust_left_sprite_->update();
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break;
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}
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case Status::FINISHED:
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{
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dust_right_sprite_->update();
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dust_left_sprite_->update();
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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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// Activa la clase
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void GameLogo::enable()
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{
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init();
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status_ = Status::MOVING;
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}
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// Indica si ha terminado la animación
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bool GameLogo::hasFinished() const
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{
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return status_ == Status::FINISHED;
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}
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// Recarga las texturas
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void GameLogo::reLoad()
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{
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dust_texture_->reLoad();
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coffee_texture_->reLoad();
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crisis_texture_->reLoad();
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}
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// Calcula el desplazamiento vertical inicial
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int GameLogo::getInitialVerticalDesp()
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{
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auto desp_up = y_;
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auto desp_down = param.game.height - y_;
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return std::max(desp_up, desp_down);
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} |