From c6779bfd77967071027d769e0f7423841460252d Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Thu, 3 Nov 2022 12:42:11 +0100 Subject: [PATCH] Trabajando en el ending --- source/credits.cpp | 12 +++-- source/credits.h | 3 ++ source/ending.cpp | 132 ++++++++++++++++++++++++++++++++++++++++++--- source/ending.h | 29 ++++++---- 4 files changed, 155 insertions(+), 21 deletions(-) diff --git a/source/credits.cpp b/source/credits.cpp index 694915e..e2f5f36 100644 --- a/source/credits.cpp +++ b/source/credits.cpp @@ -130,10 +130,9 @@ void Credits::checkEventHandler() } } -// Escribe el texto en la textura -void Credits::fillTexture() +// Inicializa los textos +void Credits::iniTexts() { - // Inicializa los textos texts.clear(); texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")}); @@ -162,7 +161,14 @@ void Credits::fillTexture() texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options->palette, "white")}); +} +// Escribe el texto en la textura +void Credits::fillTexture() +{ + // Inicializa los textos + iniTexts(); + // Rellena la textura de texto SDL_SetRenderTarget(renderer, textTexture); const color_t c = stringToColor(options->palette, "black"); diff --git a/source/credits.h b/source/credits.h index 73942c2..87c93a1 100644 --- a/source/credits.h +++ b/source/credits.h @@ -58,6 +58,9 @@ private: // Actualiza el contador void updateCounter(); + // Inicializa los textos + void iniTexts(); + // Escribe el texto en la textura void fillTexture(); diff --git a/source/ending.cpp b/source/ending.cpp index 2b0da49..d9c9681 100644 --- a/source/ending.cpp +++ b/source/ending.cpp @@ -12,6 +12,9 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset // 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; @@ -19,15 +22,36 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset section.subsection = 0; ticks = 0; ticksSpeed = 15; + scene = 1; + sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100}); - // Textos - texts.push_back("HE FINALLY MANAGED TO GET TO THE JAIL WITH ALL HIS PROJECTS READY TO BE RELEASED"); - texts.push_back("ALL THE JAILERS WERE THERE WAITING FOR THE JAILGAMES TO BE RELEASED"); - texts.push_back("THERE WERE EVEN BARRULLS AND BEGINNERS AMONG THE CROWD"); - texts.push_back("BRY WAS CRYING..."); - texts.push_back("BUT SUDDENLY SOMETHING CAUGHT HIS ATTENTION"); - texts.push_back("A PILE OF JUNK! FULL OF NON WORKING THINGS!!"); - texts.push_back("AND THEN, FOURTY NEW PROJECTS WERE BORN..."); + // 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); } // Destructor @@ -35,6 +59,10 @@ Ending::~Ending() { // Libera la memoria de los objetos delete eventHandler; + delete text; + delete sprite; + SDL_DestroyTexture(canvasTexture); + SDL_DestroyTexture(coverTexture); } // Actualiza el objeto @@ -60,6 +88,9 @@ void Ending::render() // 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(); } @@ -129,6 +160,91 @@ void Ending::checkEventHandler() } } +// Inicializa los textos +void Ending::iniTexts() +{ + // Reinicia el vector + texts.clear(); + + // Escena #1 + texts.push_back("HE FINALLY MANAGED TO GET"); + texts.push_back("TO THE JAIL WITH ALL HIS"); + texts.push_back("PROJECTS READY TO BE RELEASED"); + + // Escena #2 + texts.push_back("ALL THE JAILERS WERE THERE"); + texts.push_back("WAITING FOR THE JAILGAMES"); + texts.push_back("TO BE RELEASED"); + + // Escena #3 + texts.push_back("THERE WERE EVEN BARRULLS AND"); + texts.push_back("BEGINNERS AMONG THE CROWD"); + texts.push_back("BRY WAS CRYING..."); + + // Escena #4 + texts.push_back("BUT SUDDENLY SOMETHING"); + texts.push_back("CAUGHT HIS ATTENTION"); + + // Escena #5 + texts.push_back("A PILE OF JUNK!"); + texts.push_back("FULL OF NON WORKING THINGS!!"); + texts.push_back("AND THEN, 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); + + // Escribe el texto en la textura + const int size = text->getCharacterSize(); + int y = 20; + + for (int i = 0; i < 3; ++i) + { + text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, y, texts.at(i), 1, c); + y += size; + } + + // Dibuja el sprite + const int x = (PLAY_AREA_WIDTH - texture->getWidth()) / 2; + sprite->setPos({x, y + 10}); + + 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() { diff --git a/source/ending.h b/source/ending.h index 386f186..4321463 100644 --- a/source/ending.h +++ b/source/ending.h @@ -20,16 +20,17 @@ class Ending { private: // Objetos y punteros - SDL_Renderer *renderer; // El renderizador de la ventana - Screen *screen; // Objeto encargado de dibujar en pantalla - Resource *resource; // Objeto con los recursos - Asset *asset; // Objeto con los ficheros de recursos - options_t *options; // Puntero a las opciones del juego - SDL_Event *eventHandler; // Manejador de eventos - Text *text; // Objeto para escribir texto en pantalla - SDL_Texture *textTexture; // Textura para dibujar el texto - SDL_Texture *coverTexture; // Textura para cubrir el texto - AnimatedSprite *sprite; // Sprite para el brillo del corazón + SDL_Renderer *renderer; // El renderizador de la ventana + Screen *screen; // Objeto encargado de dibujar en pantalla + Resource *resource; // Objeto con los recursos + Asset *asset; // Objeto con los ficheros de recursos + options_t *options; // Puntero a las opciones del juego + SDL_Event *eventHandler; // Manejador de eventos + Text *text; // Objeto para escribir texto en pantalla + SDL_Texture *canvasTexture; // Textura para dibujar el texto y los dibujos + SDL_Texture *coverTexture; // Textura para cubrir el texto + Texture *texture; // Textura con los graficos + Sprite *sprite; // Sprite para dibujar las imagenes // Variables int counter; // Contador @@ -37,6 +38,8 @@ private: 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 texts; // Vector con los textos + int scene; // Escena actual + std::vector sceneLenght; // Duracion de cada escena // Actualiza el objeto void update(); @@ -47,6 +50,12 @@ private: // Comprueba el manejador de eventos void checkEventHandler(); + // Inicializa los textos + void iniTexts(); + + // Rellena la textura segun la escena + void fillTexture(); + public: // Constructor Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);