#include "game/scenes/ending.hpp" #include #include // Para min #include "core/audio/audio.hpp" // Para Audio #include "core/input/global_inputs.hpp" // Para check #include "core/input/input.hpp" // Para Input #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/surface.hpp" // Para Surface #include "core/rendering/surface_sprite.hpp" // Para SSprite #include "core/rendering/text.hpp" // Para Text, TEXT_STROKE #include "core/resources/resource_cache.hpp" // Para Resource #include "core/system/global_events.hpp" // Para check #include "game/options.hpp" // Para Options, options, OptionsGame, SectionS... #include "game/scene_manager.hpp" // Para SceneManager #include "utils/defines.hpp" // Para GAME_SPEED #include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/utils.hpp" // Para PaletteColor // Constructor Ending::Ending() : delta_timer_(std::make_unique()) { SceneManager::current = SceneManager::Scene::ENDING; SceneManager::options = SceneManager::Options::NONE; // Inicializa los textos iniTexts(); // Inicializa las imagenes iniPics(); // Inicializa las escenas iniScenes(); // Cambia el color del borde Screen::get()->setBorderColor(static_cast(PaletteColor::BLACK)); // Crea la textura para cubrir el texto cover_surface_ = std::make_shared(Options::game.width, Options::game.height + 8); // Rellena la textura para la cortinilla fillCoverTexture(); } // Actualiza el objeto void Ending::update() { const float DELTA_TIME = delta_timer_->tick(); total_time_ += DELTA_TIME; // Actualiza el tiempo total handleEvents(); // Comprueba los eventos handleInput(); // Comprueba las entradas updateState(DELTA_TIME); // Actualiza la máquina de estados updateSpriteCovers(); // Actualiza las cortinillas de los elementos Audio::update(); // Actualiza el objeto Audio Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen } // Dibuja el final en pantalla void Ending::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clearSurface(static_cast(PaletteColor::BLACK)); // Skip rendering durante WARMING_UP if (state_ != State::WARMING_UP) { // Dibuja las imagenes de la escena sprite_pics_.at(current_scene_).image_sprite->render(); sprite_pics_.at(current_scene_).cover_sprite->render(); // Dibuja los textos de la escena for (const auto& ti : scenes_.at(current_scene_).text_index) { // Convertir trigger de frames a segundos @ 60fps const float TRIGGER_TIME = static_cast(ti.trigger) / 60.0F; if (state_time_ > TRIGGER_TIME) { sprite_texts_.at(ti.index).image_sprite->render(); sprite_texts_.at(ti.index).cover_sprite->render(); } } // Dibuja la cortinilla de cambio de escena renderCoverTexture(); } // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Comprueba el manejador de eventos void Ending::handleEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { GlobalEvents::handle(event); } } // Comprueba las entradas void Ending::handleInput() { Input::get()->update(); GlobalInputs::handle(); } // Transición entre estados void Ending::transitionToState(State new_state) { state_ = new_state; state_time_ = 0.0F; // Al cambiar a una escena, resetear fadeout_time_ if (new_state != State::WARMING_UP && new_state != State::ENDING) { fadeout_time_ = 0.0F; } } // Actualiza la máquina de estados void Ending::updateState(float delta_time) { state_time_ += delta_time; switch (state_) { case State::WARMING_UP: if (state_time_ >= WARMUP_DURATION) { transitionToState(State::SCENE_0); current_scene_ = 0; } break; case State::SCENE_0: checkChangeScene(); // Actualizar fadeout_time_ si estamos cerca del final if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) { fadeout_time_ += delta_time; } break; case State::SCENE_1: checkChangeScene(); if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) { fadeout_time_ += delta_time; } break; case State::SCENE_2: checkChangeScene(); if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) { fadeout_time_ += delta_time; } break; case State::SCENE_3: checkChangeScene(); if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) { fadeout_time_ += delta_time; } break; case State::SCENE_4: checkChangeScene(); if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) { fadeout_time_ += delta_time; } break; case State::ENDING: // Transición a ENDING2 break; } } // Inicializa los textos void Ending::iniTexts() { // Vector con los textos std::vector texts; // Escena #0 texts.push_back({"HE FINALLY MANAGED", 32}); texts.push_back({"TO GET TO THE JAIL", 42}); texts.push_back({"WITH ALL HIS PROJECTS", 142}); texts.push_back({"READY TO BE FREED", 152}); // Escena #1 texts.push_back({"ALL THE JAILERS WERE THERE", 1}); texts.push_back({"WAITING FOR THE JAILGAMES", 11}); texts.push_back({"TO BE RELEASED", 21}); texts.push_back({"THERE WERE EVEN BARRULLS AND", 161}); texts.push_back({"BEGINNERS AMONG THE CROWD", 171}); texts.push_back({"BRY WAS CRYING...", 181}); // Escena #2 texts.push_back({"BUT SUDDENLY SOMETHING", 19}); texts.push_back({"CAUGHT HIS ATTENTION", 29}); // Escena #3 texts.push_back({"A PILE OF JUNK!", 36}); texts.push_back({"FULL OF NON WORKING TRASH!!", 46}); // Escena #4 texts.push_back({"AND THEN,", 36}); texts.push_back({"FOURTY NEW PROJECTS", 46}); texts.push_back({"WERE BORN...", 158}); // Crea los sprites sprite_texts_.clear(); for (const auto& txt : texts) { auto text = Resource::Cache::get()->getText("smb2"); const float WIDTH = text->length(txt.caption, 1) + 2 + 2; const float HEIGHT = text->getCharacterSize() + 2 + 2; auto text_color = static_cast(PaletteColor::WHITE); auto shadow_color = static_cast(PaletteColor::BLACK); EndingSurface st; // Crea la textura st.image_surface = std::make_shared(WIDTH, HEIGHT); auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(st.image_surface); text->writeDX(Text::STROKE_FLAG, 2, 2, txt.caption, 1, text_color, 2, shadow_color); // Crea el sprite st.image_sprite = std::make_shared(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight()); st.image_sprite->setPosition((Options::game.width - st.image_surface->getWidth()) / 2, txt.pos); // Crea la cover_surface st.cover_surface = std::make_shared(WIDTH, HEIGHT + 8); Screen::get()->setRendererSurface(st.cover_surface); // Rellena la cover_surface con color transparente st.cover_surface->clear(static_cast(PaletteColor::TRANSPARENT)); // Crea una malla de 8 pixels de alto auto surface = Screen::get()->getRendererSurface(); auto color = static_cast(PaletteColor::BLACK); for (int i = 0; i < WIDTH; i += 2) { surface->putPixel(i, 0, color); surface->putPixel(i, 2, color); surface->putPixel(i, 4, color); surface->putPixel(i, 6, color); surface->putPixel(i + 1, 5, color); surface->putPixel(i + 1, 7, color); } // El resto se rellena de color sólido SDL_FRect rect = {0, 8, WIDTH, HEIGHT}; surface->fillRect(&rect, color); // Crea el sprite st.cover_sprite = std::make_shared(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8); st.cover_sprite->setPosition((Options::game.width - st.cover_surface->getWidth()) / 2, txt.pos); st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight()); // Inicializa variables st.cover_clip_desp = 8; st.cover_clip_height = HEIGHT; sprite_texts_.push_back(st); Screen::get()->setRendererSurface(previuos_renderer); } } // Inicializa las imagenes void Ending::iniPics() { // Vector con las rutas y la posición std::vector pics; pics.push_back({"ending1.gif", 48}); pics.push_back({"ending2.gif", 26}); pics.push_back({"ending3.gif", 29}); pics.push_back({"ending4.gif", 63}); pics.push_back({"ending5.gif", 53}); // Crea los sprites sprite_pics_.clear(); for (const auto& pic : pics) { EndingSurface sp; // Crea la texture sp.image_surface = Resource::Cache::get()->getSurface(pic.caption); sp.image_surface->setTransparentColor(); const float WIDTH = sp.image_surface->getWidth(); const float HEIGHT = sp.image_surface->getHeight(); // Crea el sprite sp.image_sprite = std::make_shared(sp.image_surface, 0, 0, WIDTH, HEIGHT); sp.image_sprite->setPosition((Options::game.width - WIDTH) / 2, pic.pos); // Crea la cover_surface sp.cover_surface = std::make_shared(WIDTH, HEIGHT + 8); auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(sp.cover_surface); // Rellena la cover_surface con color transparente sp.cover_surface->clear(static_cast(PaletteColor::TRANSPARENT)); // Crea una malla en los primeros 8 pixels auto surface = Screen::get()->getRendererSurface(); auto color = static_cast(PaletteColor::BLACK); for (int i = 0; i < WIDTH; i += 2) { surface->putPixel(i, 0, color); surface->putPixel(i, 2, color); surface->putPixel(i, 4, color); surface->putPixel(i, 6, color); surface->putPixel(i + 1, 5, color); surface->putPixel(i + 1, 7, color); } // El resto se rellena de color sólido SDL_FRect rect = {0.0F, 8.0F, WIDTH, HEIGHT}; surface->fillRect(&rect, color); // Crea el sprite sp.cover_sprite = std::make_shared(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8); sp.cover_sprite->setPosition((Options::game.width - sp.cover_surface->getWidth()) / 2, pic.pos); sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight()); // Inicializa variables sp.cover_clip_desp = 8; sp.cover_clip_height = HEIGHT; sprite_pics_.push_back(sp); Screen::get()->setRendererSurface(previuos_renderer); } } // Inicializa las escenas void Ending::iniScenes() { // Variable para los tiempos int trigger; constexpr int LAPSE = 80; // Crea el contenedor SceneData sc; // Inicializa el vector scenes_.clear(); // Crea la escena #0 sc.counter_end = 1000; sc.picture_index = 0; sc.text_index.clear(); trigger = 85 * 2; trigger += LAPSE; sc.text_index.push_back({0, trigger}); trigger += LAPSE; sc.text_index.push_back({1, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({2, trigger}); trigger += LAPSE; sc.text_index.push_back({3, trigger}); scenes_.push_back(sc); // Crea la escena #1 sc.counter_end = 1400; sc.picture_index = 1; sc.text_index.clear(); trigger = 140 * 2; trigger += LAPSE; sc.text_index.push_back({4, trigger}); trigger += LAPSE; sc.text_index.push_back({5, trigger}); trigger += LAPSE; sc.text_index.push_back({6, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({7, trigger}); trigger += LAPSE; sc.text_index.push_back({8, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({9, trigger}); scenes_.push_back(sc); // Crea la escena #2 sc.counter_end = 1000; sc.picture_index = 2; sc.text_index.clear(); trigger = 148 / 2; trigger += LAPSE; sc.text_index.push_back({10, trigger}); trigger += LAPSE; sc.text_index.push_back({11, trigger}); scenes_.push_back(sc); // Crea la escena #3 sc.counter_end = 800; sc.picture_index = 3; sc.text_index.clear(); trigger = 87 / 2; trigger += LAPSE; sc.text_index.push_back({12, trigger}); trigger += LAPSE / 2; sc.text_index.push_back({13, trigger}); scenes_.push_back(sc); // Crea la escena #4 sc.counter_end = 1000; sc.picture_index = 4; sc.text_index.clear(); trigger = 91 * 2; trigger += LAPSE; sc.text_index.push_back({14, trigger}); trigger += LAPSE * 2; sc.text_index.push_back({15, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({16, trigger}); scenes_.push_back(sc); } // Bucle principal void Ending::run() { Audio::get()->playMusic("ending1.ogg"); while (SceneManager::current == SceneManager::Scene::ENDING) { update(); render(); } Audio::get()->stopMusic(); } // Actualiza las cortinillas de los elementos void Ending::updateSpriteCovers() { // Skip durante WARMING_UP if (state_ == State::WARMING_UP) { return; } // Actualiza la cortinilla de los textos for (const auto& ti : scenes_.at(current_scene_).text_index) { // Convertir trigger de frames a segundos @ 60fps const float TRIGGER_TIME = static_cast(ti.trigger) / 60.0F; if (state_time_ > TRIGGER_TIME) { // Tiempo transcurrido desde que se activó el trigger const float TIME_SINCE_TRIGGER = state_time_ - TRIGGER_TIME; // Píxeles revelados: tiempo * velocidad const float PIXELS_REVEALED = TIME_SINCE_TRIGGER * TEXT_REVEAL_SPEED; // Obtener altura inicial de la superficie const float INITIAL_HEIGHT = sprite_texts_.at(ti.index).image_surface->getHeight(); const float Y_INITIAL = sprite_texts_.at(ti.index).image_sprite->getY(); // Fase 1: Revelar malla decorativa (8 píxeles) if (PIXELS_REVEALED < 8.0F) { sprite_texts_.at(ti.index).cover_clip_desp = static_cast(8.0F - PIXELS_REVEALED); sprite_texts_.at(ti.index).cover_clip_height = static_cast(INITIAL_HEIGHT); sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL); } // Fase 2: Revelar contenido else { sprite_texts_.at(ti.index).cover_clip_desp = 8; const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F; sprite_texts_.at(ti.index).cover_clip_height = std::max(0, static_cast(INITIAL_HEIGHT - CONTENT_PIXELS)); sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL + static_cast(CONTENT_PIXELS)); } sprite_texts_.at(ti.index).cover_sprite->setClip( 0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height); } } // Actualiza la cortinilla de las imágenes (revelación continua desde el inicio de la escena) const float PIXELS_REVEALED = state_time_ * IMAGE_REVEAL_SPEED; const float INITIAL_HEIGHT = sprite_pics_.at(current_scene_).image_surface->getHeight(); const float Y_INITIAL = sprite_pics_.at(current_scene_).image_sprite->getY(); // Fase 1: Revelar malla decorativa (8 píxeles) if (PIXELS_REVEALED < 8.0F) { sprite_pics_.at(current_scene_).cover_clip_desp = static_cast(8.0F - PIXELS_REVEALED); sprite_pics_.at(current_scene_).cover_clip_height = static_cast(INITIAL_HEIGHT); sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL); } // Fase 2: Revelar contenido else { sprite_pics_.at(current_scene_).cover_clip_desp = 8; const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F; sprite_pics_.at(current_scene_).cover_clip_height = std::max(0, static_cast(INITIAL_HEIGHT - CONTENT_PIXELS)); sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL + static_cast(CONTENT_PIXELS)); } sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height); } // Comprueba si se ha de cambiar de escena void Ending::checkChangeScene() { // Obtener duración de la escena actual float current_duration = 0.0F; State next_state = State::ENDING; switch (state_) { case State::SCENE_0: current_duration = SCENE_0_DURATION; next_state = State::SCENE_1; break; case State::SCENE_1: current_duration = SCENE_1_DURATION; next_state = State::SCENE_2; break; case State::SCENE_2: current_duration = SCENE_2_DURATION; next_state = State::SCENE_3; break; case State::SCENE_3: current_duration = SCENE_3_DURATION; next_state = State::SCENE_4; break; case State::SCENE_4: current_duration = SCENE_4_DURATION; next_state = State::ENDING; break; default: return; } // Comprobar si ha pasado la duración de la escena if (state_time_ >= current_duration) { if (next_state == State::ENDING) { // Termina el bucle SceneManager::current = SceneManager::Scene::ENDING2; } else { // Transición a la siguiente escena current_scene_++; transitionToState(next_state); } } } // Rellena la textura para la cortinilla void Ending::fillCoverTexture() { // Rellena la textura que cubre el texto con color transparente auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(cover_surface_); cover_surface_->clear(static_cast(PaletteColor::TRANSPARENT)); // Los primeros 8 pixels crea una malla const auto COLOR = static_cast(PaletteColor::BLACK); auto surface = Screen::get()->getRendererSurface(); for (int i = 0; i < 256; i += 2) { surface->putPixel(i + 0, Options::game.height + 0, COLOR); surface->putPixel(i + 1, Options::game.height + 1, COLOR); surface->putPixel(i + 0, Options::game.height + 2, COLOR); surface->putPixel(i + 1, Options::game.height + 3, COLOR); surface->putPixel(i, Options::game.height + 4, COLOR); surface->putPixel(i, Options::game.height + 6, COLOR); } // El resto se rellena de color sólido SDL_FRect rect = {0, 0, 256, Options::game.height}; surface->fillRect(&rect, COLOR); Screen::get()->setRendererSurface(previuos_renderer); } // Dibuja la cortinilla de cambio de escena void Ending::renderCoverTexture() { if (fadeout_time_ > 0.0F) { // Convertir fadeout_time_ a equivalente de cover_counter_ @ 60fps const float FADEOUT_COUNTER = std::min(fadeout_time_ * 60.0F, 100.0F); SDL_FRect src_rect = {0.0F, 200.0F - (FADEOUT_COUNTER * 2.0F), 256.0F, FADEOUT_COUNTER * 2.0F}; SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, FADEOUT_COUNTER * 2.0F}; cover_surface_->render(&src_rect, &dst_rect); } }