#include "title.h" // Constructor Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section) { // Copia la dirección de los objetos this->resource = resource; this->renderer = renderer; this->screen = screen; this->asset = asset; this->input = input; this->options = options; this->section = section; // Reserva memoria para los punteros eventHandler = new SDL_Event(); if (options->palette == p_zxspectrum) { texture = resource->getTexture("loading_screen_color.png"); } else if (options->palette == p_zxarne) { texture = resource->getTexture("loading_screen_color_zxarne.png"); } sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); // Inicializa variables counter = 0; section->name = SECTION_PROG_TITLE; section->subsection = 0; ticks = 0; ticksSpeed = 15; longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?"; for (int i = 0; i < (int)longText.length(); ++i) { letter_t l; l.letter = longText.substr(i, 1); l.x = 256; l.enabled = false; letters.push_back(l); } letters[0].enabled = true; marqueeSpeed = 3; // Crea el cartel de PRESS ENTER #ifdef GAME_CONSOLE const std::string caption = "PRESS START TO PLAY"; #else const std::string caption = "PRESS ENTER TO PLAY"; #endif const color_t textColor = stringToColor(options->palette, "white"); const color_t strokeColor = stringToColor(options->palette, "bright_blue"); // Crea la textura pressEnterTexture = new Texture(renderer); pressEnterTexture->createBlank(renderer, text->lenght(caption) + 2, text->getCharacterSize() + 2, SDL_TEXTUREACCESS_TARGET); pressEnterTexture->setAsRenderTarget(renderer); pressEnterTexture->setBlendMode(SDL_BLENDMODE_BLEND); text->writeDX(TXT_COLOR | TXT_STROKE, 1, 1, caption, 1, textColor, 1, strokeColor); // Crea el sprite pressEnterSprite = new Sprite(128 - (pressEnterTexture->getWidth() / 2), 192 / 5 * 4, pressEnterTexture->getWidth(), pressEnterTexture->getHeight(), pressEnterTexture, renderer); // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "bright_blue")); } // Destructor Title::~Title() { delete eventHandler; delete sprite; delete pressEnterSprite; delete pressEnterTexture; delete text; } // Comprueba el manejador de eventos void Title::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 entradas void Title::checkInput() { if (input->checkInput(input_exit, REPEAT_FALSE)) { section->name = SECTION_PROG_QUIT; } else if (input->checkInput(input_toggle_border, REPEAT_FALSE)) { screen->switchBorder(); resource->reLoadTextures(); } else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE)) { screen->switchVideoMode(); resource->reLoadTextures(); } else if (input->checkInput(input_window_dec_size, REPEAT_FALSE)) { screen->decWindowSize(); resource->reLoadTextures(); } else if (input->checkInput(input_window_inc_size, REPEAT_FALSE)) { screen->incWindowSize(); resource->reLoadTextures(); } else if (input->checkInput(input_swap_palette, REPEAT_FALSE)) { switchPalette(); } else if (input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_pause, REPEAT_FALSE)) { section->name = SECTION_PROG_GAME; section->subsection = 0; } } // Actualiza la marquesina void Title::updateMarquee() { for (int i = 0; i < (int)letters.size(); ++i) { if (letters[i].enabled) { letters[i].x -= marqueeSpeed; if (letters[i].x < -10) { letters[i].enabled = false; } } else { if (i > 0 && letters[i - 1].x < 256 && letters[i - 1].enabled) { letters[i].enabled = true; letters[i].x = letters[i - 1].x + text->lenght(letters[i - 1].letter) + 1; } } } } // Dibuja la marquesina void Title::renderMarquee() { for (auto l : letters) { if (l.enabled) { text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white")); } } } // Actualiza las variables void Title::update() { // Comprueba el manejador de eventos checkEventHandler(); // 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 las entradas checkInput(); // Incrementa el contador counter++; // Actualiza la marquesina updateMarquee(); // Actualiza las notificaciones screen->updateNotifier(); // Comprueba si ha terminado la marquesina y acaba con el titulo if (letters[letters.size() - 1].x < -10) { section->name = SECTION_PROG_CREDITS; section->subsection = 0; } } } // Dibuja en pantalla void Title::render() { // Prepara para empezar a dibujar en la textura de juego screen->start(); // Dibuja el fondo del titulo sprite->render(); // Dibuja el texto de PRESS ENTER TO PLAY if (counter % 80 < 60) { pressEnterSprite->render(); } // Dibuja la marquesina renderMarquee(); // Vuelca el contenido del renderizador en pantalla screen->blit(); } // Bucle para el logo del juego void Title::run() { while (section->name == SECTION_PROG_TITLE) { update(); render(); } } // Recarga las texturas void Title::reLoadTextures() { // Carga la textura adecuada if (options->palette == p_zxspectrum) { // texture->loadFromFile(asset->get("loading_screen_color.png"), renderer); texture = resource->getTexture("loading_screen_color.png"); } else if (options->palette == p_zxarne) { // texture->loadFromFile(asset->get("loading_screen_color_zxarne.png"), renderer); texture = resource->getTexture("loading_screen_color_zxarne.png"); } texture->reLoad(); } // Cambia la paleta void Title::switchPalette() { if (options->palette == p_zxspectrum) { options->palette = p_zxarne; sprite->setTexture(resource->getTexture("loading_screen_color_zxarne.png")); } else { options->palette = p_zxspectrum; sprite->setTexture(resource->getTexture("loading_screen_color.png")); } // Cambia el color del borde screen->setBorderColor(stringToColor(options->palette, "bright_blue")); }