#include "game_over.h" #include // for SDL_PollEvent, SDL_Event #include // for SDL_GetTicks #include // for min, max #include // for basic_string, operator+, to_string, cha... #include "animated_sprite.h" // for AnimatedSprite #include "asset.h" // for Asset #include "defines.h" // for GAMECANVAS_CENTER_X #include "global_events.h" // for check #include "global_inputs.h" // for check #include "input.h" // for Input #include "jail_audio.h" // for JA_PlayMusic #include "options.h" // for Options, options, OptionsStats, Section... #include "resource.h" // for Resource #include "screen.h" // for Screen #include "text.h" // for TEXT_CENTER, TEXT_COLOR, Text #include "texture.h" // for Texture // Constructor GameOver::GameOver() : screen_(Screen::get()), renderer_(Screen::get()->getRenderer()), resource_(Resource::get()), asset_(Asset::get()), input_(Input::get()) { // Reserva memoria para los punteros a objetos text_ = resource_->getText("smb2"); player_sprite_ = std::make_shared(resource_->getTexture("player_game_over.png"), resource_->getAnimations("player_game_over.ani")); tv_sprite_ = std::make_shared(resource_->getTexture("tv.png"), resource_->getAnimations("tv.ani")); music_ = resource_->getMusic("game_over.ogg"); // Inicializa variables pre_counter_ = 0; counter_ = 0; options.section.section = Section::GAME_OVER; options.section.subsection = Subsection::NONE; ticks_ = 0; player_sprite_->setPosX(GAMECANVAS_CENTER_X + 10); player_sprite_->setPosY(30); tv_sprite_->setPosX(GAMECANVAS_CENTER_X - tv_sprite_->getWidth() - 10); tv_sprite_->setPosY(30); // Inicializa el vector de colores const std::vector colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"}; for (auto cl : colorList) { colors_.push_back(stringToColor(options.video.palette, cl)); } color_ = colors_.back(); } // Actualiza el objeto void GameOver::update() { // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - ticks_ > GAME_SPEED) { // Actualiza el contador de ticks ticks_ = SDL_GetTicks(); // Comprueba las entradas checkInput(); // Actualiza el color usado para renderizar los textos e imagenes updateColor(); // Actualiza los contadores updateCounters(); // Actualiza los dos sprites player_sprite_->update(); tv_sprite_->update(); screen_->update(); } } // Dibuja el final en pantalla void GameOver::render() { constexpr int Y = 32; screen_->start(); screen_->clean(); // Escribe el texto de GAME OVER text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y, "G A M E O V E R", 1, color_); // Dibuja los sprites player_sprite_->setPosY(Y + 30); tv_sprite_->setPosY(Y + 30); renderSprites(); // Escribe el texto con las habitaciones y los items const std::string itemsTxt = std::to_string(options.stats.items / 100) + std::to_string((options.stats.items % 100) / 10) + std::to_string(options.stats.items % 10); const std::string roomsTxt = std::to_string(options.stats.rooms / 100) + std::to_string((options.stats.rooms % 100) / 10) + std::to_string(options.stats.rooms % 10); text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 80, "ITEMS: " + itemsTxt, 1, color_); text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 90, "ROOMS: " + roomsTxt, 1, color_); // Escribe el texto con "Tu peor pesadilla" text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 110, "YOUR WORST NIGHTMARE IS", 1, color_); text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, Y + 120, options.stats.worst_nightmare, 1, color_); // Vuelca el contenido del renderizador en pantalla screen_->render(); } // Comprueba el manejador de eventos void GameOver::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { globalEvents::check(event); } } // Comprueba las entradas void GameOver::checkInput() { globalInputs::check(); } // Bucle principal void GameOver::run() { while (options.section.section == Section::GAME_OVER) { update(); checkEvents(); render(); } } // Actualiza el color usado para renderizar los textos e imagenes void GameOver::updateColor() { const int half = COUNTER_SECTION_END_ / 2; if (counter_ < half) { const float step = std::min(counter_, COUNTER_FADE_LENGHT_) / (float)COUNTER_FADE_LENGHT_; const int index = (colors_.size() - 1) - int((colors_.size() - 1) * step); color_ = colors_[index]; } else { const float step = std::min(std::max(counter_, COUNTER_INIT_FADE_) - COUNTER_INIT_FADE_, COUNTER_FADE_LENGHT_) / (float)COUNTER_FADE_LENGHT_; const int index = (colors_.size() - 1) * step; color_ = colors_[index]; } } // Dibuja los sprites void GameOver::renderSprites() { player_sprite_->getTexture()->setColor(color_.r, color_.g, color_.b); player_sprite_->render(); tv_sprite_->getTexture()->setColor(color_.r, color_.g, color_.b); tv_sprite_->render(); } // Actualiza los contadores void GameOver::updateCounters() { // Actualiza el contador if (pre_counter_ < 50) { pre_counter_++; } else { counter_++; } // Hace sonar la música if (counter_ == 1) { JA_PlayMusic(music_, 0); } // Comprueba si ha terminado la sección else if (counter_ == COUNTER_SECTION_END_) { options.section.section = Section::LOGO; options.section.subsection = Subsection::LOGO_TO_TITLE; } }