Trabajando en el ending
This commit is contained in:
@@ -171,8 +171,8 @@ void Credits::fillTexture()
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer, textTexture);
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const color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderClear(renderer);
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// Escribe el texto en la textura
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@@ -195,7 +195,7 @@ void Credits::fillTexture()
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SDL_SetRenderTarget(renderer, nullptr);
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// Rellena la textura que cubre el texto
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// Rellena la textura que cubre el texto con color transparente
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SDL_SetRenderTarget(renderer, coverTexture);
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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SDL_RenderClear(renderer);
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@@ -288,8 +288,8 @@ void Credits::render()
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// Dibuja la textura que cubre el texto
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const int offset = std::min(counter / 8, 192 / 2);
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SDL_Rect srcRect = {1, 0, 254, 190 - (offset * 2)};
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SDL_Rect dstRect = {1, offset * 2, 254, 190 - (offset * 2)};
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SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
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SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
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SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
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// Dibuja el sprite con el brillo
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@@ -18,12 +18,15 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
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// Inicializa variables
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counter = 0;
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counterEnabled = true;
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subCounter = 0;
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section.name = SECTION_PROG_ENDING;
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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scene = 0;
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scene = -1;
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sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100});
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pause = false;
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// Inicializa los textos
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iniTexts();
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@@ -43,7 +46,7 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
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SDL_SetTextureBlendMode(canvasTexture, SDL_BLENDMODE_BLEND);
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// Crea la textura para cubrir el rexto
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coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (coverTexture == nullptr)
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{
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if (options->console)
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@@ -79,6 +82,14 @@ void Ending::update()
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// Comprueba el manejador de eventos
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checkEventHandler();
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if (pause)
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{
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return;
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}
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// Actualiza el contador
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updateCounter();
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}
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}
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@@ -91,9 +102,12 @@ void Ending::render()
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// Limpia la pantalla
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screen->clean();
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// Dibuja la textura con el texto en pantalla
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// Dibuja la canvasTexture
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SDL_RenderCopy(renderer, canvasTexture, nullptr, nullptr);
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// Dibuja la coverTexture
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renderCoverTexture();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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@@ -120,6 +134,10 @@ void Ending::checkEventHandler()
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// section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_P:
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pause = !pause;
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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resource->reLoadTextures();
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@@ -180,33 +198,57 @@ void Ending::iniTexts()
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texts.clear();
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// Escena #0
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texts.push_back("HE FINALLY MANAGED");
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texts.push_back("TO GET TO THE JAIL");
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texts.push_back("WITH ALL HIS PROJECTS");
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texts.push_back("READY TO BE RELEASED");
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texts.push_back({"HE FINALLY MANAGED", 32});
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texts.push_back({"TO GET TO THE JAIL", 43});
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texts.push_back({"WITH ALL HIS PROJECTS", 141});
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texts.push_back({"READY TO BE RELEASED", 152});
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// Escena #1
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texts.push_back("ALL THE JAILERS WERE THERE");
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texts.push_back("WAITING FOR THE JAILGAMES");
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texts.push_back("TO BE RELEASED");
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texts.push_back({"ALL THE JAILERS WERE THERE", 1});
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texts.push_back({"WAITING FOR THE JAILGAMES", 11});
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texts.push_back({"TO BE RELEASED", 21});
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texts.push_back("THERE WERE EVEN BARRULLS AND");
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texts.push_back("BEGINNERS AMONG THE CROWD");
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texts.push_back({"THERE WERE EVEN BARRULLS AND", 161});
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texts.push_back({"BEGINNERS AMONG THE CROWD", 171});
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texts.push_back("BRY WAS CRYING...");
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texts.push_back({"BRY WAS CRYING...", 181});
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// Escena #2
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texts.push_back("BUT SUDDENLY SOMETHING");
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texts.push_back("CAUGHT HIS ATTENTION");
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texts.push_back({"BUT SUDDENLY SOMETHING", 19});
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texts.push_back({"CAUGHT HIS ATTENTION", 31});
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// Escena #3
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texts.push_back("A PILE OF JUNK!");
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texts.push_back("FULL OF NON WORKING THINGS!!");
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texts.push_back({"A PILE OF JUNK!", 36});
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texts.push_back({"FULL OF NON WORKING THINGS!!", 49});
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// Escena #4
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texts.push_back("AND THEN,");
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texts.push_back("FOURTY NEW PROJECTS");
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texts.push_back("WERE BORN...");
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texts.push_back({"AND THEN,", 26});
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texts.push_back({"FOURTY NEW PROJECTS", 36});
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texts.push_back({"WERE BORN...", 158});
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// Crea los sprites
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for (auto st : spriteTexts)
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{
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delete st.sprite;
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delete st.texture;
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}
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spriteTexts.clear();
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for (auto t : texts)
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{
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endingTexture_t st;
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const int width = text->lenght(t.caption, 1) + 2 + 2;
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const int height = text->getCharacterSize() + 2 + 2;
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const color_t c = stringToColor(options->palette, "black");
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st.texture = new Texture(renderer);
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st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
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st.texture->setAsRenderTarget(renderer);
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer);
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st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos});
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spriteTexts.push_back(st);
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}
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}
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// Rellena la textura segun la escena
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@@ -217,8 +259,8 @@ void Ending::fillTexture()
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// Rellena la canvasTexture de color
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SDL_SetRenderTarget(renderer, canvasTexture);
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const color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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color_t c = stringToColor(options->palette, "green");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderClear(renderer);
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const int size = text->getCharacterSize();
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@@ -235,15 +277,19 @@ void Ending::fillTexture()
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sprite->render();
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// Dos lineas de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 34, texts.at(0), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 45, texts.at(1), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 34, texts.at(0), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 45, texts.at(1), 1, c, 2, c);
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spriteTexts.at(0).sprite->render();
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spriteTexts.at(1).sprite->render();
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// Dos lineas más de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 143, texts.at(2), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 154, texts.at(3), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 143, texts.at(2), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 154, texts.at(3), 1, c, 2, c);
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spriteTexts.at(2).sprite->render();
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spriteTexts.at(3).sprite->render();
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}
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if (scene == 1)
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else if (scene == 1)
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{ // Compone la escena #1
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// Dibuja el sprite
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@@ -256,19 +302,25 @@ void Ending::fillTexture()
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sprite->render();
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// Tres lineas de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 3, texts.at(4), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 13, texts.at(5), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 23, texts.at(6), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 3, texts.at(4), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 13, texts.at(5), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 23, texts.at(6), 1, c, 2, c);
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spriteTexts.at(4).sprite->render();
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spriteTexts.at(5).sprite->render();
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spriteTexts.at(6).sprite->render();
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// Dos lineas más de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 163, texts.at(7), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 173, texts.at(8), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 163, texts.at(7), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 173, texts.at(8), 1, c, 2, c);
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spriteTexts.at(7).sprite->render();
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spriteTexts.at(8).sprite->render();
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// Una linea mas
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 183, texts.at(9), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 183, texts.at(9), 1, c, 2, c);
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spriteTexts.at(9).sprite->render();
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}
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if (scene == 2)
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else if (scene == 2)
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{ // Compone la escena #2
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// Dibuja el sprite
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@@ -280,11 +332,13 @@ void Ending::fillTexture()
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sprite->render();
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// Dos lineas de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 21, texts.at(10), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 33, texts.at(11), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 21, texts.at(10), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 33, texts.at(11), 1, c, 2, c);
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spriteTexts.at(10).sprite->render();
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spriteTexts.at(11).sprite->render();
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}
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if (scene == 3)
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else if (scene == 3)
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{ // Compone la escena #3
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// Dibuja el sprite
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@@ -296,11 +350,13 @@ void Ending::fillTexture()
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sprite->render();
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// Dos lineas de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(12), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 51, texts.at(13), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(12), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 51, texts.at(13), 1, c, 2, c);
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spriteTexts.at(12).sprite->render();
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spriteTexts.at(13).sprite->render();
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}
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if (scene == 4)
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else if (scene == 4)
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{ // Compone la escena #4
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// Dibuja el sprite
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@@ -312,21 +368,32 @@ void Ending::fillTexture()
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sprite->render();
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// Dos lineas de texto
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 28, texts.at(14), 1, c, 2, c);
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(15), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 28, texts.at(14), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(15), 1, c, 2, c);
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spriteTexts.at(14).sprite->render();
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spriteTexts.at(15).sprite->render();
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// Una linea mas
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text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 160, texts.at(16), 1, c, 2, c);
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// text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 160, texts.at(16), 1, c, 2, c);
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spriteTexts.at(16).sprite->render();
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}
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else if (scene == -1)
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{ // Compone la escena # -1
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text->write(0, 182, "SCENE -1");
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spriteTexts.at(0).sprite->render();
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}
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SDL_SetRenderTarget(renderer, nullptr);
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// Rellena la textura que cubre el texto
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// Rellena la coverTexture con color transparente
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SDL_SetRenderTarget(renderer, coverTexture);
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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SDL_RenderClear(renderer);
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// Los primeros 8 pixels crea una malla
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c = stringToColor(options->palette, "red");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < 256; i += 2)
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{
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@@ -341,6 +408,8 @@ void Ending::fillTexture()
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, 256, 192};
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c = stringToColor(options->palette, "cyan");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderTarget(renderer, nullptr);
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@@ -357,3 +426,57 @@ section_t Ending::run()
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return section;
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}
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// Actualiza el contador
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void Ending::updateCounter()
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{
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if (scene == -1)
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{
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return;
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}
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// Incrementa el contador
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if (counterEnabled)
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{
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counter++;
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}
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else
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{
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subCounter++;
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if (subCounter == 100)
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{
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counterEnabled = true;
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subCounter = 0;
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}
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}
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// Comprueba si ha terminado la sección
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if (counter > 600)
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{
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scene++;
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fillTexture();
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counter = 0;
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if (scene == 5)
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{
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section.name = SECTION_PROG_QUIT;
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}
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}
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}
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// Dibuja la coverTexture
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void Ending::renderCoverTexture()
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{
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if (scene == -1)
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{
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return;
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}
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if (counter < 1150)
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{
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// Dibuja la textura que cubre el texto
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const int offset = std::min(counter / 2, 200 / 2);
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SDL_Rect srcRect = {0, 0, 256, 200 - (offset * 2)};
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SDL_Rect dstRect = {0, (offset * 2) - 8, 256, 200 - (offset * 2)};
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SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
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}
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}
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@@ -19,6 +19,19 @@
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class Ending
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{
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private:
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// Estructuras
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struct endingTexture_t
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{
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Texture *texture;
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Sprite *sprite;
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};
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struct textAndPos_t
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{
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std::string caption;
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int pos;
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};
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// Objetos y punteros
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SDL_Renderer *renderer; // El renderizador de la ventana
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||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
@@ -34,12 +47,16 @@ private:
|
||||
|
||||
// Variables
|
||||
int counter; // Contador
|
||||
bool counterEnabled; // Indica si esta activo el contador
|
||||
int subCounter; // Contador secundario
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
std::vector<std::string> texts; // Vector con los textos
|
||||
std::vector<textAndPos_t> texts; // Vector con los textos
|
||||
std::vector<endingTexture_t> spriteTexts;
|
||||
int scene; // Escena actual
|
||||
std::vector<int> sceneLenght; // Duracion de cada escena
|
||||
bool pause;
|
||||
|
||||
// Actualiza el objeto
|
||||
void update();
|
||||
@@ -56,6 +73,12 @@ private:
|
||||
// Rellena la textura segun la escena
|
||||
void fillTexture();
|
||||
|
||||
// Actualiza el contador
|
||||
void updateCounter();
|
||||
|
||||
// Dibuja la coverTexture
|
||||
void renderCoverTexture();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
|
||||
|
||||
Reference in New Issue
Block a user