279 lines
9.7 KiB
C++
279 lines
9.7 KiB
C++
#include "game_logo.hpp"
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#include <SDL3/SDL.h> // Para SDL_SetTextureScaleMode, SDL_FlipMode, SDL_ScaleMode
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#include <algorithm> // Para max
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#include <string> // Para basic_string
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#include "animated_sprite.hpp" // Para AnimatedSprite
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#include "audio.hpp" // Para Audio
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#include "color.hpp" // Para Color
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#include "param.hpp" // Para Param, param, ParamGame, ParamTitle
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#include "resource.hpp" // Para Resource
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#include "screen.hpp" // Para Screen
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#include "smart_sprite.hpp" // Para SmartSprite
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#include "sprite.hpp" // Para Sprite
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#include "texture.hpp" // Para Texture
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constexpr int ZOOM_FACTOR = 5;
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constexpr float FLASH_DELAY_S = 0.05F; // 3 frames → 0.05s
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constexpr float FLASH_DURATION_S = 0.1F; // 6 frames → 0.1s (3 + 3)
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constexpr Color FLASH_COLOR = Color(0xFF, 0xFF, 0xFF); // Color blanco para el flash
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// Constructor
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GameLogo::GameLogo(int x, int y)
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: dust_texture_(Resource::get()->getTexture("title_dust.png")),
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coffee_texture_(Resource::get()->getTexture("title_coffee.png")),
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crisis_texture_(Resource::get()->getTexture("title_crisis.png")),
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arcade_edition_texture_(Resource::get()->getTexture("title_arcade_edition.png")),
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dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
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dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("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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// Inicializa las variables
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void GameLogo::init() {
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const auto XP = x_ - (coffee_texture_->getWidth() / 2);
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const auto DESP = getInitialVerticalDesp();
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// Configura texturas
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SDL_SetTextureScaleMode(Resource::get()->getTexture("title_arcade_edition.png")->getSDLTexture(), SDL_SCALEMODE_NEAREST);
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// Variables
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coffee_crisis_status_ = Status::DISABLED;
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arcade_edition_status_ = Status::DISABLED;
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shake_.init(1, 2, 8, XP);
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zoom_ = 3.0F * ZOOM_FACTOR;
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post_finished_timer_ = 0.0F;
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// Inicializa el bitmap de 'Coffee'
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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(COFFEE_VEL_Y);
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coffee_sprite_->setAccelX(0.0F);
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coffee_sprite_->setAccelY(COFFEE_ACCEL_Y);
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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_->setFinishedDelay(0.0F);
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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_->setPosX(XP + CRISIS_OFFSET_X);
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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(CRISIS_VEL_Y);
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crisis_sprite_->setAccelX(0.0F);
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crisis_sprite_->setAccelY(CRISIS_ACCEL_Y);
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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_->setFinishedDelay(0.0F);
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crisis_sprite_->setDestX(XP + CRISIS_OFFSET_X);
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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(DUST_SIZE);
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dust_right_sprite_->setHeight(DUST_SIZE);
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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() - DUST_SIZE);
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dust_left_sprite_->setPosY(y_);
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dust_left_sprite_->setWidth(DUST_SIZE);
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dust_left_sprite_->setHeight(DUST_SIZE);
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// Inicializa el bitmap de 'Arcade Edition'
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arcade_edition_sprite_->setZoom(zoom_);
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}
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// Pinta la clase en pantalla
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void GameLogo::render() {
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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 (arcade_edition_status_ != Status::DISABLED) {
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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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if (coffee_crisis_status_ != Status::MOVING) {
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dust_right_sprite_->render();
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dust_left_sprite_->render();
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}
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}
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// Actualiza la lógica de la clase (time-based)
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void GameLogo::update(float delta_time) {
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updateCoffeeCrisis(delta_time);
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updateArcadeEdition(delta_time);
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updatePostFinishedCounter(delta_time);
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}
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void GameLogo::updateCoffeeCrisis(float delta_time) {
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switch (coffee_crisis_status_) {
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case Status::MOVING:
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handleCoffeeCrisisMoving(delta_time);
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break;
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case Status::SHAKING:
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handleCoffeeCrisisShaking(delta_time);
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break;
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case Status::FINISHED:
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handleCoffeeCrisisFinished(delta_time);
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break;
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default:
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break;
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}
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}
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void GameLogo::updateArcadeEdition(float delta_time) {
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switch (arcade_edition_status_) {
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case Status::MOVING:
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handleArcadeEditionMoving(delta_time);
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break;
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case Status::SHAKING:
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handleArcadeEditionShaking(delta_time);
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break;
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default:
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break;
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}
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}
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void GameLogo::handleCoffeeCrisisMoving(float delta_time) {
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coffee_sprite_->update(delta_time);
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crisis_sprite_->update(delta_time);
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if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished()) {
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coffee_crisis_status_ = Status::SHAKING;
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playTitleEffects();
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}
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}
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void GameLogo::handleCoffeeCrisisShaking(float delta_time) {
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if (shake_.remaining > 0) {
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processShakeEffect(coffee_sprite_.get(), crisis_sprite_.get(), delta_time);
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} else {
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finishCoffeeCrisisShaking();
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}
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updateDustSprites(delta_time);
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}
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void GameLogo::handleCoffeeCrisisFinished(float delta_time) {
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updateDustSprites(delta_time);
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}
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void GameLogo::handleArcadeEditionMoving(float delta_time) {
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// DeltaTime en segundos: decremento por segundo
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zoom_ -= (ZOOM_DECREMENT_PER_S * ZOOM_FACTOR) * delta_time;
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arcade_edition_sprite_->setZoom(zoom_);
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if (zoom_ <= 1.0F) {
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finishArcadeEditionMoving();
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}
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}
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void GameLogo::handleArcadeEditionShaking(float delta_time) {
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if (shake_.remaining > 0) {
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processArcadeEditionShake(delta_time);
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} else {
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arcade_edition_sprite_->setX(shake_.origin);
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arcade_edition_status_ = Status::FINISHED;
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}
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}
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void GameLogo::processShakeEffect(SmartSprite* primary_sprite, SmartSprite* secondary_sprite, float delta_time) {
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shake_.time_accumulator += delta_time;
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if (shake_.time_accumulator >= SHAKE_DELAY_S) {
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shake_.time_accumulator -= SHAKE_DELAY_S;
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const auto DISPLACEMENT = calculateShakeDisplacement();
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primary_sprite->setPosX(shake_.origin + DISPLACEMENT);
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if (secondary_sprite != nullptr) {
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secondary_sprite->setPosX(shake_.origin + DISPLACEMENT + CRISIS_OFFSET_X);
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}
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shake_.remaining--;
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}
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}
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void GameLogo::processArcadeEditionShake(float delta_time) {
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// Delay fijo en segundos (shake_.delay era frames, ahora usamos constante)
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float delay_time = SHAKE_DELAY_S;
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shake_.time_accumulator += delta_time;
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if (shake_.time_accumulator >= delay_time) {
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shake_.time_accumulator -= delay_time;
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const auto DISPLACEMENT = calculateShakeDisplacement();
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arcade_edition_sprite_->setX(shake_.origin + DISPLACEMENT);
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shake_.remaining--;
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}
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}
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auto GameLogo::calculateShakeDisplacement() const -> int {
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return shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
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}
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void GameLogo::finishCoffeeCrisisShaking() {
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coffee_sprite_->setPosX(shake_.origin);
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crisis_sprite_->setPosX(shake_.origin + CRISIS_OFFSET_X);
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coffee_crisis_status_ = Status::FINISHED;
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arcade_edition_status_ = Status::MOVING;
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}
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void GameLogo::finishArcadeEditionMoving() {
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arcade_edition_status_ = Status::SHAKING;
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zoom_ = 1.0F;
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arcade_edition_sprite_->setZoom(zoom_);
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shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
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playTitleEffects();
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}
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void GameLogo::playTitleEffects() {
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Audio::get()->playSound("title.wav");
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Screen::get()->flash(FLASH_COLOR, FLASH_DURATION_S, FLASH_DELAY_S);
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Screen::get()->shake();
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}
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void GameLogo::updateDustSprites(float delta_time) {
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dust_right_sprite_->update(delta_time);
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dust_left_sprite_->update(delta_time);
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}
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void GameLogo::updatePostFinishedCounter(float delta_time) {
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if (coffee_crisis_status_ == Status::FINISHED &&
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arcade_edition_status_ == Status::FINISHED) {
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post_finished_timer_ += delta_time;
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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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init();
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coffee_crisis_status_ = Status::MOVING;
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}
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// Indica si ha terminado la animación
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auto GameLogo::hasFinished() const -> bool {
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return post_finished_timer_ >= post_finished_delay_s_;
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}
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// Calcula el desplazamiento vertical inicial
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auto GameLogo::getInitialVerticalDesp() const -> int {
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const float OFFSET_UP = y_;
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const float OFFSET_DOWN = param.game.height - y_;
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return std::max(OFFSET_UP, OFFSET_DOWN);
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} |