#include "ending.h" // Constructor Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) { // Copia los punteros this->renderer = renderer; this->screen = screen; this->resource = resource; this->asset = asset; this->options = options; // Reserva memoria para los punteros a objetos eventHandler = new SDL_Event(); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); texture = resource->getTexture("ending1.png"); sprite = new Sprite({0, 0, texture->getWidth(), texture->getHeight()}, texture, renderer); // Inicializa variables counter = 0; section.name = SECTION_PROG_ENDING; section.subsection = 0; ticks = 0; ticksSpeed = 15; scene = 0; sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100}); // Inicializa los textos iniTexts(); // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "black")); // Crea la textura para el texto que se escribe en pantalla canvasTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (canvasTexture == nullptr) { if (options->console) { std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(canvasTexture, SDL_BLENDMODE_BLEND); // Crea la textura para cubrir el rexto coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (coverTexture == nullptr) { if (options->console) { std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND); // Rellena la textura segun la escena fillTexture(); } // Destructor Ending::~Ending() { // Libera la memoria de los objetos delete eventHandler; delete text; delete sprite; SDL_DestroyTexture(canvasTexture); SDL_DestroyTexture(coverTexture); } // Actualiza el objeto void Ending::update() { // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - ticks > ticksSpeed) { // Actualiza el contador de ticks ticks = SDL_GetTicks(); // Comprueba el manejador de eventos checkEventHandler(); } } // Dibuja el final en pantalla void Ending::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); // Limpia la pantalla screen->clean(); // Dibuja la textura con el texto en pantalla SDL_RenderCopy(renderer, canvasTexture, nullptr, nullptr); // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Comprueba el manejador de eventos void Ending::checkEventHandler() { // Comprueba los eventos que hay en la cola while (SDL_PollEvent(eventHandler) != 0) { // Evento de salida de la aplicación if (eventHandler->type == SDL_QUIT) { section.name = SECTION_PROG_QUIT; break; } // Comprueba las teclas que se han pulsado if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN)) { switch (eventHandler->key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: // section.name = SECTION_PROG_QUIT; break; case SDL_SCANCODE_B: screen->switchBorder(); resource->reLoadTextures(); break; case SDL_SCANCODE_F: screen->switchVideoMode(); resource->reLoadTextures(); break; case SDL_SCANCODE_F1: screen->setWindowSize(1); resource->reLoadTextures(); break; case SDL_SCANCODE_F2: screen->setWindowSize(2); resource->reLoadTextures(); break; case SDL_SCANCODE_F3: screen->setWindowSize(3); resource->reLoadTextures(); break; case SDL_SCANCODE_F4: screen->setWindowSize(4); resource->reLoadTextures(); break; case SDL_SCANCODE_F5: // switchPalette(); break; case SDL_SCANCODE_RIGHT: ++scene %= 5; fillTexture(); break; case SDL_SCANCODE_LEFT: --scene %= 5; fillTexture(); break; default: // section.name = SECTION_PROG_TITLE; // section.subsection = 0; break; } } } } // Inicializa los textos void Ending::iniTexts() { // Reinicia el vector texts.clear(); // Escena #0 texts.push_back("HE FINALLY MANAGED"); texts.push_back("TO GET TO THE JAIL"); texts.push_back("WITH ALL HIS PROJECTS"); texts.push_back("READY TO BE RELEASED"); // Escena #1 texts.push_back("ALL THE JAILERS WERE THERE"); texts.push_back("WAITING FOR THE JAILGAMES"); texts.push_back("TO BE RELEASED"); texts.push_back("THERE WERE EVEN BARRULLS AND"); texts.push_back("BEGINNERS AMONG THE CROWD"); texts.push_back("BRY WAS CRYING..."); // Escena #2 texts.push_back("BUT SUDDENLY SOMETHING"); texts.push_back("CAUGHT HIS ATTENTION"); // Escena #3 texts.push_back("A PILE OF JUNK!"); texts.push_back("FULL OF NON WORKING THINGS!!"); // Escena #4 texts.push_back("AND THEN,"); texts.push_back("FOURTY NEW PROJECTS"); texts.push_back("WERE BORN..."); } // Rellena la textura segun la escena void Ending::fillTexture() { // Inicializa los textos iniTexts(); // Rellena la canvasTexture de color SDL_SetRenderTarget(renderer, canvasTexture); const color_t c = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); SDL_RenderClear(renderer); const int size = text->getCharacterSize(); if (scene == 0) { // Compone la escena #0 // Dibuja el sprite texture = resource->getTexture("ending1.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (PLAY_AREA_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 48, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 34, texts.at(0), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 45, texts.at(1), 1, c, 2, c); // Dos lineas más de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 143, texts.at(2), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 154, texts.at(3), 1, c, 2, c); } if (scene == 1) { // Compone la escena #1 // Dibuja el sprite texture = resource->getTexture("ending2.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; const int y = (GAMECANVAS_HEIGHT - texture->getHeight()) / 2; sprite->setRect({x, y, texture->getWidth(), texture->getHeight()}); sprite->render(); // Tres lineas de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 3, texts.at(4), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 13, texts.at(5), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 23, texts.at(6), 1, c, 2, c); // Dos lineas más de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 163, texts.at(7), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 173, texts.at(8), 1, c, 2, c); // Una linea mas text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 183, texts.at(9), 1, c, 2, c); } if (scene == 2) { // Compone la escena #2 // Dibuja el sprite texture = resource->getTexture("ending3.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 29, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 21, texts.at(10), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 33, texts.at(11), 1, c, 2, c); } if (scene == 3) { // Compone la escena #3 // Dibuja el sprite texture = resource->getTexture("ending4.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 63, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(12), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 51, texts.at(13), 1, c, 2, c); } if (scene == 4) { // Compone la escena #4 // Dibuja el sprite texture = resource->getTexture("ending5.png"); sprite->setTexture(texture); sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; sprite->setRect({x, 53, texture->getWidth(), texture->getHeight()}); sprite->render(); // Dos lineas de texto text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 28, texts.at(14), 1, c, 2, c); text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(15), 1, c, 2, c); // Una linea mas text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 160, texts.at(16), 1, c, 2, c); } SDL_SetRenderTarget(renderer, nullptr); // Rellena la textura que cubre el texto SDL_SetRenderTarget(renderer, coverTexture); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); SDL_RenderClear(renderer); // Los primeros 8 pixels crea una malla SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); for (int i = 0; i < 256; i += 2) { SDL_RenderDrawPoint(renderer, i, 0); SDL_RenderDrawPoint(renderer, i, 2); SDL_RenderDrawPoint(renderer, i, 4); SDL_RenderDrawPoint(renderer, i, 6); SDL_RenderDrawPoint(renderer, i + 1, 5); SDL_RenderDrawPoint(renderer, i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, 256, 192}; SDL_RenderFillRect(renderer, &rect); SDL_SetRenderTarget(renderer, nullptr); } // Bucle principal section_t Ending::run() { while (section.name == SECTION_PROG_ENDING) { update(); render(); } return section; }