Se me ha ocurrido y lo he hecho antes que nadie: poner prefijo a los .cpp i .h que definen cada uno de los estados del juego
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@@ -1,360 +0,0 @@
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#include "credits.h"
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#include <iostream>
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// Constructor
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Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->resource = resource;
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this->asset = asset;
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this->input = input;
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this->options = options;
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this->section = section;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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sprite = new AnimatedSprite(renderer, resource->getAnimation("shine.ani"));
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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_CREDITS;
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section->subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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sprite->setRect({194, 174, 8, 8});
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// Cambia el color del borde
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screen->setBorderColor(stringToColor(options->palette, "black"));
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// Crea la textura para el texto que se escribe en pantalla
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textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (textTexture == nullptr)
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{
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if (options->console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(textTexture, 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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if (coverTexture == nullptr)
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{
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if (options->console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
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// Escribe el texto en la textura
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fillTexture();
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}
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// Destructor
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Credits::~Credits()
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{
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delete eventHandler;
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delete text;
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delete sprite;
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SDL_DestroyTexture(textTexture);
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SDL_DestroyTexture(coverTexture);
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}
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// Comprueba el manejador de eventos
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void Credits::checkEvents()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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break;
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}
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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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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_QUIT;
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}
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else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
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{
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screen->switchBorder();
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}
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else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
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{
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screen->switchVideoMode();
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}
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
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{
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screen->decWindowSize();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
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{
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screen->incWindowSize();
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}
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else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
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{
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switchPalette();
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}
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_TITLE;
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section->subsection = 0;
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}
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}
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// Inicializa los textos
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void Credits::iniTexts()
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{
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std::string keys = "";
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if (options->keys == ctrl_cursor)
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{
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keys = "CURSORS";
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}
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else if (options->keys == ctrl_opqa)
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{
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keys = "O,P AND Q";
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}
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else
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{
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keys = "A,D AND W";
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}
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#ifndef GAME_CONSOLE
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texts.clear();
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options->palette, "white")});
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texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options->palette, "white")});
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texts.push_back({"JAIL TO FINISH THEM", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({keys + " TO MOVE AND JUMP", stringToColor(options->palette, "white")});
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texts.push_back({"M TO SWITCH THE MUSIC", stringToColor(options->palette, "white")});
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texts.push_back({"H TO PAUSE THE GAME", stringToColor(options->palette, "white")});
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texts.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
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texts.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
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texts.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
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texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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#else
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texts.clear();
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options->palette, "white")});
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texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options->palette, "white")});
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texts.push_back({"JAIL TO FINISH THEM", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"B TO JUMP", stringToColor(options->palette, "white")});
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texts.push_back({"R TO SWITCH THE MUSIC", stringToColor(options->palette, "white")});
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texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor(options->palette, "white")});
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texts.push_back({"START TO PAUSE", stringToColor(options->palette, "white")});
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texts.push_back({"SELECT TO EXIT", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
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texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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#endif
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}
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// Escribe el texto en la textura
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void Credits::fillTexture()
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{
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// Inicializa los textos
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iniTexts();
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer, textTexture);
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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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const int size = text->getCharacterSize();
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int i = 0;
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for (auto t : texts)
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{
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text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
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i++;
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}
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// Escribe el corazón
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const int textLenght = text->lenght(texts[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
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const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
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text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
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// Recoloca el sprite del brillo
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sprite->setPosX(posX + 2);
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SDL_SetRenderTarget(renderer, nullptr);
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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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// Los primeros 8 pixels crea una malla
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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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SDL_RenderDrawPoint(renderer, i, 0);
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SDL_RenderDrawPoint(renderer, i, 2);
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SDL_RenderDrawPoint(renderer, i, 4);
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SDL_RenderDrawPoint(renderer, i, 6);
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SDL_RenderDrawPoint(renderer, i + 1, 5);
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SDL_RenderDrawPoint(renderer, i + 1, 7);
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}
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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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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Actualiza el contador
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void Credits::updateCounter()
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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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if (counter == 224 || counter == 544 || counter == 672)
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{
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counterEnabled = false;
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}
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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 > 1200)
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{
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section->name = SECTION_PROG_DEMO;
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}
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}
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// Actualiza las variables
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void Credits::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba las entradas
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checkInput();
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// Actualiza el contador
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updateCounter();
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// Actualiza las notificaciones
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screen->updateNotifier();
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// Actualiza el sprite con el brillo
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if (counter > 770)
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{
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sprite->update();
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}
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}
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}
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// Dibuja en pantalla
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void Credits::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean();
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if (counter < 1150)
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{
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// Dibuja la textura con el texto en pantalla
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SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
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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 = {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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sprite->render();
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}
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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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// Bucle para el logo del juego
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void Credits::run()
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{
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while (section->name == SECTION_PROG_CREDITS)
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{
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update();
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checkEvents();
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render();
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}
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}
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// Cambia la paleta
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void Credits::switchPalette()
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{
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options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
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fillTexture();
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}
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Block a user