#include "game/gameplay/scoreboard.hpp" #include #include #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/surface.hpp" // Para Surface #include "core/rendering/surface_animated_sprite.hpp" // Para SAnimatedSprite #include "core/rendering/text.hpp" // Para Text #include "core/resources/resource_cache.hpp" // Para Resource #include "game/options.hpp" // Para Options, options, Cheat, OptionsGame #include "utils/defines.hpp" // Para BLOCK #include "utils/utils.hpp" // Para stringToColor // Constructor Scoreboard::Scoreboard(std::shared_ptr data) : item_surface_(Resource::Cache::get()->getSurface("items.gif")), data_(std::move(std::move(data))) { const float SURFACE_WIDTH = Options::game.width; constexpr float SURFACE_HEIGHT = 6.0F * Tile::SIZE; // Reserva memoria para los objetos const auto& player_animation_data = Resource::Cache::get()->getAnimationData(Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.yaml" : "player.yaml"); player_sprite_ = std::make_shared(player_animation_data); player_sprite_->setCurrentAnimation("walk_menu"); surface_ = std::make_shared(SURFACE_WIDTH, SURFACE_HEIGHT); surface_dest_ = {.x = 0, .y = Options::game.height - SURFACE_HEIGHT, .w = SURFACE_WIDTH, .h = SURFACE_HEIGHT}; // Inicializa el color de items items_color_ = stringToColor("white"); // Inicializa el vector de colores const std::vector COLORS = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"}; for (const auto& color : COLORS) { color_.push_back(stringToColor(color)); } } // Pinta el objeto en pantalla void Scoreboard::render() { surface_->render(nullptr, &surface_dest_); } // Actualiza las variables del objeto void Scoreboard::update(float delta_time) { // Acumular tiempo para animaciones time_accumulator_ += delta_time; // Actualizar sprite con delta time player_sprite_->update(delta_time); // Actualiza el color de la cantidad de items recogidos updateItemsColor(delta_time); // Dibuja la textura fillTexture(); if (!is_paused_) { // Si está en pausa no se actualiza el reloj clock_ = getTime(); } } // Obtiene el tiempo transcurrido de partida auto Scoreboard::getTime() -> Scoreboard::ClockData { const Uint32 TIME_ELAPSED = SDL_GetTicks() - data_->ini_clock - paused_time_elapsed_; ClockData time; time.hours = TIME_ELAPSED / 3600000; time.minutes = TIME_ELAPSED / 60000; time.seconds = TIME_ELAPSED / 1000; time.separator = (TIME_ELAPSED % 1000 <= 500) ? ":" : " "; return time; } // Pone el marcador en modo pausa void Scoreboard::setPaused(bool value) { if (is_paused_ == value) { // Evita ejecutar lógica si el estado no cambia return; } is_paused_ = value; if (is_paused_) { // Guarda el tiempo actual al pausar paused_time_ = SDL_GetTicks(); } else { // Calcula el tiempo pausado acumulado al reanudar paused_time_elapsed_ += SDL_GetTicks() - paused_time_; } } // Actualiza el color de la cantidad de items recogidos void Scoreboard::updateItemsColor(float delta_time) { if (!data_->jail_is_open) { return; } items_color_timer_ += delta_time; // Resetear timer cada 2 ciclos (0.666s total) if (items_color_timer_ >= ITEMS_COLOR_BLINK_DURATION * 2.0F) { items_color_timer_ = 0.0F; } // Alternar color cada ITEMS_COLOR_BLINK_DURATION if (items_color_timer_ < ITEMS_COLOR_BLINK_DURATION) { items_color_ = stringToColor("white"); } else { items_color_ = stringToColor("magenta"); } } // Devuelve la cantidad de minutos de juego transcurridos auto Scoreboard::getMinutes() -> int { return getTime().minutes; } // Dibuja los elementos del marcador en la textura void Scoreboard::fillTexture() { // Empieza a dibujar en la textura auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(surface_); // Limpia la textura surface_->clear(stringToColor("black")); // Anclas constexpr int LINE1 = Tile::SIZE; constexpr int LINE2 = 3 * Tile::SIZE; // Dibuja las vidas // Calcular desplazamiento basado en tiempo const int DESP = static_cast(time_accumulator_ / SPRITE_WALK_CYCLE_DURATION) % 8; const int FRAME = DESP % SPRITE_WALK_FRAMES; player_sprite_->setCurrentAnimationFrame(FRAME); player_sprite_->setPosY(LINE2); for (int i = 0; i < data_->lives; ++i) { player_sprite_->setPosX(8 + (16 * i) + DESP); const int INDEX = i % color_.size(); player_sprite_->render(1, color_.at(INDEX)); } // Muestra si suena la música if (data_->music) { const Uint8 C = data_->color; SDL_FRect clip = {0, 8, 8, 8}; item_surface_->renderWithColorReplace(20 * Tile::SIZE, LINE2, 1, C, &clip); } // Escribe los textos auto text = Resource::Cache::get()->getText("smb2"); const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10); const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10); text->writeColored(Tile::SIZE, LINE1, "Items collected ", data_->color); text->writeColored(17 * Tile::SIZE, LINE1, ITEMS_TEXT, items_color_); text->writeColored(20 * Tile::SIZE, LINE1, " Time ", data_->color); text->writeColored(26 * Tile::SIZE, LINE1, TIME_TEXT, stringToColor("white")); const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10); text->writeColored(22 * Tile::SIZE, LINE2, "Rooms", stringToColor("white")); text->writeColored(28 * Tile::SIZE, LINE2, ROOMS_TEXT, stringToColor("white")); // Deja el renderizador como estaba Screen::get()->setRendererSurface(previuos_renderer); }