721 lines
30 KiB
C++
721 lines
30 KiB
C++
// IWYU pragma: no_include <bits/std_abs.h>
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#include "credits.hpp"
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#include <SDL3/SDL.h> // Para SDL_RenderFillRect, SDL_RenderTexture, SDL_SetRenderTarget, SDL_SetRenderDrawColor, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetTicks, SDL_GetRenderTarget, SDL_PixelFormat, SDL_PollEvent, SDL_RenderClear, SDL_RenderRect, SDL_SetTextureBlendMode, SDL_TextureAccess, SDL_BLENDMODE_BLEND, SDL_Event, Uint64
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#include <algorithm> // Para max, min, clamp
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#include <array> // Para array
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#include <cmath> // Para abs
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#include <stdexcept> // Para runtime_error
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#include <string> // Para basic_string, string
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#include <string_view> // Para string_view
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#include <vector> // Para vector
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#include "audio.hpp" // Para Audio
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#include "balloon_manager.hpp" // Para BalloonManager
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#include "color.hpp" // Para Color, SHADOW_TEXT, NO_COLOR_MOD
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#include "fade.hpp" // Para Fade
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#include "global_events.hpp" // Para handle
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#include "global_inputs.hpp" // Para check
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#include "input.hpp" // Para Input
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#include "lang.hpp" // Para getText
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#include "param.hpp" // Para Param, param, ParamGame, ParamFade
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#include "player.hpp" // Para Player
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#include "resource.hpp" // Para Resource
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#include "screen.hpp" // Para Screen
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#include "section.hpp" // Para Name, name
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#include "sprite.hpp" // Para Sprite
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#include "text.hpp" // Para Text
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#include "texture.hpp" // Para Texture
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#include "tiled_bg.hpp" // Para TiledBG, TiledBGMode
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#include "ui/service_menu.hpp" // Para ServiceMenu
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#include "utils.hpp" // Para Zone
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// Textos
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constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
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// Constructor
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Credits::Credits()
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: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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if (text_texture_ == nullptr) {
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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initVars();
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startCredits();
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}
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// Destructor
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Credits::~Credits() {
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SDL_DestroyTexture(text_texture_);
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SDL_DestroyTexture(canvas_);
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resetVolume();
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Audio::get()->stopMusic();
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// Desregistra los jugadores de Options
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Options::keyboard.clearPlayers();
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Options::gamepad_manager.clearPlayers();
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}
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// Calcula el deltatime
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auto Credits::calculateDeltaTime() -> float {
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const Uint64 CURRENT_TIME = SDL_GetTicks();
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const float DELTA_TIME = static_cast<float>(CURRENT_TIME - last_time_) / 1000.0F; // Convertir ms a segundos
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last_time_ = CURRENT_TIME;
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return DELTA_TIME;
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}
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// Bucle principal
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void Credits::run() {
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last_time_ = SDL_GetTicks();
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while (Section::name == Section::Name::CREDITS) {
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checkInput();
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const float DELTA_TIME = calculateDeltaTime();
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update(DELTA_TIME);
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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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// Actualiza las variables (time-based puro - sin conversión frame-based)
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void Credits::update(float delta_time) {
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const float MULTIPLIER = want_to_pass_ ? FAST_FORWARD_MULTIPLIER : 1.0F;
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const float ADJUSTED_DELTA_TIME = delta_time * MULTIPLIER;
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static auto* const SCREEN = Screen::get();
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SCREEN->update(delta_time); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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tiled_bg_->update(ADJUSTED_DELTA_TIME);
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cycleColors(ADJUSTED_DELTA_TIME);
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balloon_manager_->update(ADJUSTED_DELTA_TIME);
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updateTextureDstRects(ADJUSTED_DELTA_TIME);
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throwBalloons(ADJUSTED_DELTA_TIME);
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updatePlayers(ADJUSTED_DELTA_TIME);
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updateAllFades(ADJUSTED_DELTA_TIME);
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fillCanvas();
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}
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// Dibuja Credits::en patalla
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void Credits::render() {
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static auto* const SCREEN = Screen::get();
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SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego
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SDL_RenderTexture(SCREEN->getRenderer(), canvas_, nullptr, nullptr); // Copia la textura con la zona de juego a la pantalla
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SCREEN->render(); // Vuelca el contenido del renderizador en pantalla
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}
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// Comprueba el manejador de eventos
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void Credits::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::handle(event);
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}
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}
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// Comprueba las entradas
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void Credits::checkInput() {
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Input::get()->update();
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if (!ServiceMenu::get()->isEnabled()) {
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// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
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if (Input::get()->checkAnyButton(Input::ALLOW_REPEAT)) {
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want_to_pass_ = true;
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fading_ = mini_logo_on_position_;
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} else {
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want_to_pass_ = false;
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}
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}
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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GlobalInputs::check();
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}
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// Crea la textura con el texto
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void Credits::fillTextTexture() {
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auto text = Resource::get()->getText("smb2");
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auto text_grad = Resource::get()->getText("smb2_grad");
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SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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const std::array<std::string, 11> TEXTS = {
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Lang::getText("[CREDITS] PROGRAMMED_AND_DESIGNED_BY"),
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Lang::getText("[CREDITS] PIXELART_DRAWN_BY"),
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Lang::getText("[CREDITS] MUSIC_COMPOSED_BY"),
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Lang::getText("[CREDITS] SOUND_EFFECTS"),
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"JAILDESIGNER",
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"JAILDOCTOR",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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"WWW.THEMOTIONMONKEY.CO.UK",
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"WWW.KENNEY.NL",
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"JAILDOCTOR",
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"JAILDESIGNER"};
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const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
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const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
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const int TEXTS_HEIGHT = (1 * text->getCharacterSize()) + (8 * SPACE_POST_TITLE) + (3 * SPACE_PRE_TITLE);
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const int POS_X = static_cast<int>(param.game.game_area.center_x);
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credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(TEXTS_HEIGHT);
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auto text_style = Text::Style(Text::CENTER | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT);
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// PROGRAMMED_AND_DESIGNED_BY
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int y = 0;
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text_grad->writeStyle(POS_X, y, TEXTS.at(0), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
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// PIXELART_DRAWN_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeStyle(POS_X, y, TEXTS.at(1), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
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// MUSIC_COMPOSED_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeStyle(POS_X, y, TEXTS.at(2), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(5), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(6), text_style);
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// SOUND_EFFECTS
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y += SPACE_PRE_TITLE;
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text_grad->writeStyle(POS_X, y, TEXTS.at(3), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(7), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(8), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(9), text_style);
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y += SPACE_POST_TITLE;
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text->writeStyle(POS_X, y, TEXTS.at(10), text_style);
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// Mini logo
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y += SPACE_PRE_TITLE;
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mini_logo_rect_src_.y = static_cast<float>(y);
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + POS_X - (mini_logo_sprite->getWidth() / 2), 1 + y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(Colors::SHADOW_TEXT.r, Colors::SHADOW_TEXT.g, Colors::SHADOW_TEXT.b);
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mini_logo_sprite->render();
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mini_logo_sprite->setPosition(POS_X - (mini_logo_sprite->getWidth() / 2), y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
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mini_logo_sprite->render();
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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// Actualiza las variables
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mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
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credits_rect_dst_.y = param.game.game_area.rect.h;
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mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
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mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
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}
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// Dibuja todos los sprites en la textura
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void Credits::fillCanvas() {
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// Cambia el destino del renderizador
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auto* temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), canvas_);
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// Dibuja el fondo, los globos y los jugadores
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tiled_bg_->render();
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balloon_manager_->render();
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renderPlayers();
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// Dibuja los titulos de credito
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
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// Dibuja el mini_logo
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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// Dibuja los rectangulos negros
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
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// Dibuja el rectangulo rojo
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drawBorderRect();
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// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
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if (mini_logo_on_position_) {
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SDL_RenderTexture(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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}
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// Dibuja el fade sobre el resto de elementos
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fade_in_->render();
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fade_out_->render();
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// Deja el renderizador apuntando donde estaba
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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// Actualiza el destino de los rectangulos de las texturas (time-based puro)
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void Credits::updateTextureDstRects(float delta_time) {
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constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0F / 60.0F; // ~0.167s (cada 10 frames)
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credits_state_.texture_accumulator += delta_time;
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if (credits_state_.texture_accumulator >= TEXTURE_UPDATE_INTERVAL_S) {
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credits_state_.texture_accumulator -= TEXTURE_UPDATE_INTERVAL_S;
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// Comprueba la posición de la textura con los titulos de credito
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if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) {
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--credits_rect_dst_.y;
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}
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// Comprueba la posición de la textura con el mini_logo
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if (mini_logo_rect_dst_.y <= static_cast<float>(mini_logo_final_pos_)) {
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// Forzar posición exacta para evitar problemas de comparación float
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mini_logo_rect_dst_.y = static_cast<float>(mini_logo_final_pos_);
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mini_logo_on_position_ = true;
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} else {
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--mini_logo_rect_dst_.y;
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}
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}
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// Acumular tiempo desde que el logo llegó a su posición (fuera del if para que se ejecute cada frame)
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if (mini_logo_on_position_) {
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time_since_logo_positioned_ += delta_time;
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// Timeout para evitar que la sección sea infinita
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if (time_since_logo_positioned_ >= MAX_TIME_AFTER_LOGO_S) {
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fading_ = true;
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}
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// Si el jugador quiere pasar los titulos de credito, el fade se inicia solo
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if (want_to_pass_) {
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fading_ = true;
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}
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}
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}
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// Tira globos al escenario (time-based puro)
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void Credits::throwBalloons(float delta_time) {
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constexpr int SPEED = 200;
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constexpr size_t NUM_SETS = 8; // Tamaño del vector SETS
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const std::vector<int> SETS = {0, 63, 25, 67, 17, 75, 13, 50};
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constexpr float BALLOON_INTERVAL_S = SPEED / 60.0F; // ~3.33s (cada 200 frames)
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constexpr float POWERBALL_INTERVAL_S = (SPEED * 4) / 60.0F; // ~13.33s (cada 800 frames)
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constexpr float MAX_BALLOON_TIME_S = ((NUM_SETS - 1) * SPEED * 3) / 60.0F; // Tiempo máximo para lanzar globos
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// Acumular tiempo total de globos
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elapsed_time_balloons_ += delta_time;
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// Detener lanzamiento después del tiempo límite
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if (elapsed_time_balloons_ > MAX_BALLOON_TIME_S) {
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return;
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}
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credits_state_.balloon_accumulator += delta_time;
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credits_state_.powerball_accumulator += delta_time;
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if (credits_state_.balloon_accumulator >= BALLOON_INTERVAL_S) {
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credits_state_.balloon_accumulator -= BALLOON_INTERVAL_S;
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const int INDEX = (static_cast<int>(elapsed_time_balloons_ * 60.0F / SPEED)) % SETS.size();
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balloon_manager_->deployFormation(SETS.at(INDEX), -60);
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}
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if (credits_state_.powerball_accumulator >= POWERBALL_INTERVAL_S && elapsed_time_balloons_ > 0.0F) {
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credits_state_.powerball_accumulator -= POWERBALL_INTERVAL_S;
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balloon_manager_->createPowerBall();
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}
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}
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// Inicializa los jugadores
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void Credits::initPlayers() {
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std::vector<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
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std::vector<std::vector<std::string>> player1_animations; // Vector con las animaciones del jugador 1
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std::vector<std::vector<std::string>> player2_animations; // Vector con las animaciones del jugador 2
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// Texturas - Player1
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std::vector<std::shared_ptr<Texture>> player1_textures;
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures.push_back(player1_textures);
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// Texturas - Player2
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std::vector<std::shared_ptr<Texture>> player2_textures;
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures.push_back(player2_textures);
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// Animaciones -- Jugador
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player1_animations.emplace_back(Resource::get()->getAnimation("player1.ani"));
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player1_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
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player2_animations.emplace_back(Resource::get()->getAnimation("player2.ani"));
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player2_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
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// Crea los dos jugadores
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const int Y = play_area_.y + play_area_.h - Player::WIDTH;
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constexpr bool DEMO = false;
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constexpr int AWAY_DISTANCE = 700;
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Player::Config config_player1;
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config_player1.id = Player::Id::PLAYER1;
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config_player1.x = play_area_.x - AWAY_DISTANCE - Player::WIDTH;
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config_player1.y = Y;
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config_player1.demo = DEMO;
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config_player1.play_area = &play_area_;
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config_player1.texture = player_textures.at(0);
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config_player1.animations = player1_animations;
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config_player1.hi_score_table = &Options::settings.hi_score_table;
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config_player1.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER1) - 1);
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players_.emplace_back(std::make_unique<Player>(config_player1));
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players_.back()->setWalkingState(Player::State::WALKING_RIGHT);
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players_.back()->setPlayingState(Player::State::CREDITS);
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Player::Config config_player2;
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config_player2.id = Player::Id::PLAYER2;
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config_player2.x = play_area_.x + play_area_.w + AWAY_DISTANCE;
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config_player2.y = Y;
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config_player2.demo = DEMO;
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config_player2.play_area = &play_area_;
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config_player2.texture = player_textures.at(1);
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config_player2.animations = player2_animations;
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config_player2.hi_score_table = &Options::settings.hi_score_table;
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config_player2.glowing_entry = &Options::settings.glowing_entries.at(static_cast<int>(Player::Id::PLAYER2) - 1);
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players_.emplace_back(std::make_unique<Player>(config_player2));
|
|
players_.back()->setWalkingState(Player::State::WALKING_LEFT);
|
|
players_.back()->setPlayingState(Player::State::CREDITS);
|
|
|
|
// Registra los jugadores en Options
|
|
for (const auto& player : players_) {
|
|
Options::keyboard.addPlayer(player);
|
|
Options::gamepad_manager.addPlayer(player);
|
|
}
|
|
}
|
|
|
|
// Actualiza los rectangulos negros (time-based)
|
|
void Credits::updateBlackRects(float delta_time) {
|
|
if (!initialized_) { return; }
|
|
delta_time = std::max(delta_time, 0.0F);
|
|
|
|
// Fase vertical: hasta que ambos rects verticales estén exactos en su target
|
|
if (!vertical_done_) {
|
|
credits_state_.black_rect_accumulator += delta_time;
|
|
if (credits_state_.black_rect_accumulator >= BLACK_RECT_INTERVAL_S) {
|
|
credits_state_.black_rect_accumulator -= BLACK_RECT_INTERVAL_S;
|
|
|
|
// top
|
|
int prev_top_h = static_cast<int>(top_black_rect_.h);
|
|
top_black_rect_.h = std::min(top_black_rect_.h + 1.0F,
|
|
static_cast<float>(param.game.game_area.center_y - 1));
|
|
int top_delta = static_cast<int>(top_black_rect_.h) - prev_top_h;
|
|
|
|
// bottom
|
|
int prev_bottom_h = static_cast<int>(bottom_black_rect_.h);
|
|
int prev_bottom_y = static_cast<int>(bottom_black_rect_.y);
|
|
bottom_black_rect_.h = bottom_black_rect_.h + 1.0F;
|
|
bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1.0F,
|
|
static_cast<float>(param.game.game_area.center_y + 1));
|
|
int bottom_steps_by_h = static_cast<int>(bottom_black_rect_.h) - prev_bottom_h;
|
|
int bottom_steps_by_y = prev_bottom_y - static_cast<int>(bottom_black_rect_.y);
|
|
int bottom_steps = std::max(0, std::max(bottom_steps_by_h, bottom_steps_by_y));
|
|
|
|
int steps_done = top_delta + bottom_steps;
|
|
if (steps_done > 0) {
|
|
current_step_ = std::max(0.0F, current_step_ - static_cast<float>(steps_done));
|
|
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
|
|
int vol_i = static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_)));
|
|
Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
|
|
}
|
|
|
|
// Si han alcanzado los objetivos, fijarlos exactamente y marcar done
|
|
bool top_at_target = static_cast<int>(top_black_rect_.h) == param.game.game_area.center_y - 1.0F;
|
|
bool bottom_at_target = static_cast<int>(bottom_black_rect_.y) == param.game.game_area.center_y + 1.0F;
|
|
if (top_at_target && bottom_at_target) {
|
|
top_black_rect_.h = param.game.game_area.center_y - 1.0F;
|
|
bottom_black_rect_.y = param.game.game_area.center_y + 1.0F;
|
|
vertical_done_ = true;
|
|
}
|
|
}
|
|
// actualizar border_rect cada frame aunque todavía en fase vertical
|
|
updateBorderRect();
|
|
return;
|
|
}
|
|
|
|
// Fase horizontal
|
|
if (!horizontal_done_) {
|
|
int prev_left_w = static_cast<int>(left_black_rect_.w);
|
|
left_black_rect_.w = std::min(left_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED),
|
|
static_cast<float>(param.game.game_area.center_x));
|
|
int left_gain = static_cast<int>(left_black_rect_.w) - prev_left_w;
|
|
|
|
int prev_right_x = static_cast<int>(right_black_rect_.x);
|
|
right_black_rect_.w = right_black_rect_.w + static_cast<float>(HORIZONTAL_SPEED);
|
|
right_black_rect_.x = std::max(right_black_rect_.x - static_cast<float>(HORIZONTAL_SPEED),
|
|
static_cast<float>(param.game.game_area.center_x));
|
|
int right_move = prev_right_x - static_cast<int>(right_black_rect_.x);
|
|
|
|
int steps_done = left_gain + right_move;
|
|
if (steps_done > 0) {
|
|
current_step_ = std::max(0.0f, current_step_ - static_cast<float>(steps_done));
|
|
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
|
|
int vol_i = static_cast<int>(std::clamp(vol_f, 0.0f, static_cast<float>(initial_volume_)));
|
|
Audio::get()->setMusicVolume(vol_i); // usa tu API de audio aquí
|
|
}
|
|
|
|
bool left_at_target = static_cast<int>(left_black_rect_.w) == param.game.game_area.center_x;
|
|
bool right_at_target = static_cast<int>(right_black_rect_.x) == param.game.game_area.center_x;
|
|
if (left_at_target && right_at_target) {
|
|
left_black_rect_.w = param.game.game_area.center_x;
|
|
right_black_rect_.x = param.game.game_area.center_x;
|
|
horizontal_done_ = true;
|
|
}
|
|
|
|
updateBorderRect();
|
|
return;
|
|
}
|
|
|
|
// Fase final: ya completado el movimiento de rects
|
|
Audio::get()->setMusicVolume(0);
|
|
// Audio::get()->stopMusic(); // opcional, si quieres parar la reproducción
|
|
|
|
// Usar segundos puros en lugar de frames equivalentes
|
|
if (counter_pre_fade_ >= PRE_FADE_DELAY_S) {
|
|
if (fade_out_) fade_out_->activate();
|
|
} else {
|
|
counter_pre_fade_ += delta_time;
|
|
}
|
|
}
|
|
|
|
// Actualiza el rectangulo del borde
|
|
void Credits::updateBorderRect() {
|
|
border_rect_.x = left_black_rect_.x + left_black_rect_.w;
|
|
border_rect_.y = top_black_rect_.y + top_black_rect_.h - 1.0F;
|
|
|
|
float raw_w = right_black_rect_.x - border_rect_.x;
|
|
float raw_h = bottom_black_rect_.y - border_rect_.y + 1.0F;
|
|
|
|
border_rect_.w = std::max(0.0F, raw_w);
|
|
border_rect_.h = std::max(0.0F, raw_h);
|
|
}
|
|
|
|
// Actualiza el estado de fade (time-based)
|
|
void Credits::updateAllFades(float delta_time) {
|
|
if (fading_) {
|
|
updateBlackRects(delta_time);
|
|
updateBorderRect();
|
|
}
|
|
|
|
fade_in_->update();
|
|
if (fade_in_->hasEnded() && Audio::get()->getMusicState() != Audio::MusicState::PLAYING) {
|
|
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() const {
|
|
Options::audio.music.volume = initial_volume_;
|
|
Audio::get()->setMusicVolume(Options::audio.music.volume);
|
|
}
|
|
|
|
// Cambia el color del fondo (time-based)
|
|
void Credits::cycleColors(float delta_time) {
|
|
constexpr int UPPER_LIMIT = 140; // Límite superior
|
|
constexpr int LOWER_LIMIT = 30; // Límite inferior
|
|
|
|
// Factor para escalar los valores de incremento.
|
|
// Asumimos que los valores originales estaban balanceados para 60 FPS.
|
|
const float FRAME_ADJUSTMENT = delta_time * 60.0F;
|
|
|
|
// Inicializar valores RGB si es la primera vez
|
|
if (credits_state_.r == 255.0F && credits_state_.g == 0.0F && credits_state_.b == 0.0F && credits_state_.step_r == -0.5F) {
|
|
credits_state_.r = static_cast<float>(UPPER_LIMIT);
|
|
credits_state_.g = static_cast<float>(LOWER_LIMIT);
|
|
credits_state_.b = static_cast<float>(LOWER_LIMIT);
|
|
}
|
|
|
|
// Ajustar valores de R
|
|
credits_state_.r += credits_state_.step_r * FRAME_ADJUSTMENT;
|
|
if (credits_state_.r >= UPPER_LIMIT) {
|
|
credits_state_.r = UPPER_LIMIT; // Clamp para evitar que se pase
|
|
credits_state_.step_r = -credits_state_.step_r; // Cambia de dirección al alcanzar los límites
|
|
} else if (credits_state_.r <= LOWER_LIMIT) {
|
|
credits_state_.r = LOWER_LIMIT; // Clamp para evitar que se pase
|
|
credits_state_.step_r = -credits_state_.step_r;
|
|
}
|
|
|
|
// Ajustar valores de G
|
|
credits_state_.g += credits_state_.step_g * FRAME_ADJUSTMENT;
|
|
if (credits_state_.g >= UPPER_LIMIT) {
|
|
credits_state_.g = UPPER_LIMIT;
|
|
credits_state_.step_g = -credits_state_.step_g; // Cambia de dirección al alcanzar los límites
|
|
} else if (credits_state_.g <= LOWER_LIMIT) {
|
|
credits_state_.g = LOWER_LIMIT;
|
|
credits_state_.step_g = -credits_state_.step_g;
|
|
}
|
|
|
|
// Ajustar valores de B
|
|
credits_state_.b += credits_state_.step_b * FRAME_ADJUSTMENT;
|
|
if (credits_state_.b >= UPPER_LIMIT) {
|
|
credits_state_.b = UPPER_LIMIT;
|
|
credits_state_.step_b = -credits_state_.step_b; // Cambia de dirección al alcanzar los límites
|
|
} else if (credits_state_.b <= LOWER_LIMIT) {
|
|
credits_state_.b = LOWER_LIMIT;
|
|
credits_state_.step_b = -credits_state_.step_b;
|
|
}
|
|
|
|
// Aplicar el color, redondeando a enteros antes de usar
|
|
color_ = Color(static_cast<int>(credits_state_.r), static_cast<int>(credits_state_.g), static_cast<int>(credits_state_.b));
|
|
tiled_bg_->setColor(color_);
|
|
}
|
|
|
|
// Actualza los jugadores (time-based)
|
|
void Credits::updatePlayers(float delta_time) {
|
|
for (auto& player : players_) {
|
|
player->update(delta_time);
|
|
}
|
|
}
|
|
|
|
// Renderiza los jugadores
|
|
void Credits::renderPlayers() {
|
|
for (auto const& player : players_) {
|
|
player->render();
|
|
}
|
|
}
|
|
|
|
// Inicializa variables
|
|
void Credits::initVars() {
|
|
// Inicialización segura de rects tal y como los mostraste
|
|
top_black_rect_ = {
|
|
.x = play_area_.x,
|
|
.y = param.game.game_area.rect.y,
|
|
.w = play_area_.w,
|
|
.h = black_bars_size_};
|
|
bottom_black_rect_ = {
|
|
.x = play_area_.x,
|
|
.y = param.game.game_area.rect.h - black_bars_size_,
|
|
.w = play_area_.w,
|
|
.h = black_bars_size_};
|
|
left_black_rect_ = {
|
|
.x = play_area_.x,
|
|
.y = param.game.game_area.center_y - 1.0F,
|
|
.w = 0.0F,
|
|
.h = 2.0F};
|
|
right_black_rect_ = {
|
|
.x = play_area_.x + play_area_.w,
|
|
.y = param.game.game_area.center_y - 1.0F,
|
|
.w = 0.0F,
|
|
.h = 2.0F};
|
|
|
|
initialized_ = false;
|
|
|
|
Section::name = Section::Name::CREDITS;
|
|
balloon_manager_->setPlayArea(play_area_);
|
|
|
|
fade_in_->setColor(param.fade.color);
|
|
fade_in_->setType(Fade::Type::FULLSCREEN);
|
|
fade_in_->setPostDuration(800);
|
|
fade_in_->setMode(Fade::Mode::IN);
|
|
fade_in_->activate();
|
|
|
|
fade_out_->setColor(0, 0, 0);
|
|
fade_out_->setType(Fade::Type::FULLSCREEN);
|
|
fade_out_->setPostDuration(7000);
|
|
|
|
updateBorderRect();
|
|
tiled_bg_->setColor(Color(255, 96, 96));
|
|
tiled_bg_->setSpeed(60.0F);
|
|
|
|
initPlayers();
|
|
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
|
|
fillTextTexture();
|
|
steps_ = static_cast<int>(std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4)));
|
|
}
|
|
|
|
void Credits::startCredits() {
|
|
// Guardar iniciales (enteros para contar "pasos" por píxel)
|
|
init_top_h_ = static_cast<int>(top_black_rect_.h);
|
|
init_bottom_y_ = static_cast<int>(bottom_black_rect_.y);
|
|
init_left_w_ = static_cast<int>(left_black_rect_.w);
|
|
init_right_x_ = static_cast<int>(right_black_rect_.x);
|
|
|
|
// Objetivos
|
|
int top_target_h = param.game.game_area.center_y - 1;
|
|
int bottom_target_y = param.game.game_area.center_y + 1;
|
|
int left_target_w = param.game.game_area.center_x;
|
|
int right_target_x = param.game.game_area.center_x;
|
|
|
|
// Pasos verticales
|
|
int pasos_top = std::max(0, top_target_h - init_top_h_);
|
|
int pasos_bottom = std::max(0, init_bottom_y_ - bottom_target_y);
|
|
|
|
// Pasos horizontales. right se mueve a velocidad HORIZONTAL_SPEED, contamos pasos como unidades de movimiento equivalentes
|
|
int pasos_left = std::max(0, left_target_w - init_left_w_);
|
|
int dx_right = std::max(0, init_right_x_ - right_target_x);
|
|
int pasos_right = (dx_right + (HORIZONTAL_SPEED - 1)) / HORIZONTAL_SPEED; // ceil
|
|
|
|
total_steps_ = pasos_top + pasos_bottom + pasos_left + pasos_right;
|
|
if (total_steps_ <= 0) total_steps_ = 1;
|
|
|
|
current_step_ = static_cast<float>(total_steps_);
|
|
|
|
// Reiniciar contadores y estado
|
|
credits_state_.black_rect_accumulator = 0.0F;
|
|
counter_pre_fade_ = 0.0F;
|
|
initialized_ = true;
|
|
|
|
// Asegurar volumen inicial consistente
|
|
if (steps_ <= 0) steps_ = 1;
|
|
float vol_f = initial_volume_ * (current_step_ / static_cast<float>(total_steps_));
|
|
setVolume(static_cast<int>(std::clamp(vol_f, 0.0F, static_cast<float>(initial_volume_))));
|
|
}
|
|
|
|
// Dibuja el rectángulo del borde si es visible
|
|
void Credits::drawBorderRect() {
|
|
// Umbral: cualquier valor menor que 1 píxel no se considera visible
|
|
constexpr float VISIBLE_THRESHOLD = 1.0F;
|
|
if (border_rect_.w < VISIBLE_THRESHOLD || border_rect_.h < VISIBLE_THRESHOLD) {
|
|
return; // no dibujar
|
|
}
|
|
|
|
const Color COLOR = color_.LIGHTEN();
|
|
SDL_Renderer* rdr = Screen::get()->getRenderer();
|
|
SDL_SetRenderDrawColor(rdr, COLOR.r, COLOR.g, COLOR.b, 0xFF);
|
|
|
|
// Convertir a enteros de forma conservadora para evitar líneas de 1px por redondeo extraño
|
|
SDL_Rect r;
|
|
r.x = static_cast<int>(std::floor(border_rect_.x + 0.5F));
|
|
r.y = static_cast<int>(std::floor(border_rect_.y + 0.5F));
|
|
r.w = static_cast<int>(std::max(0.0f, std::floor(border_rect_.w + 0.5F)));
|
|
r.h = static_cast<int>(std::max(0.0f, std::floor(border_rect_.h + 0.5F)));
|
|
|
|
if (r.w > 0 && r.h > 0) {
|
|
SDL_RenderRect(Screen::get()->getRenderer(), &border_rect_);
|
|
}
|
|
}
|