#include "game/scenes/credits.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_animated_sprite.hpp" // Para SAnimatedSprite #include "core/rendering/text.hpp" // Para Text, Text::CENTER_FLAG, Text::COLOR_FLAG #include "core/resources/resource_cache.hpp" // Para Resource #include "core/system/global_events.hpp" // Para check #include "game/options.hpp" // Para Options, options, OptionsGame, Sectio... #include "game/scene_manager.hpp" // Para SceneManager #include "utils/defines.hpp" // Para GAME_SPEED, PLAY_AREA_CENTER_X, PLAY_... #include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/utils.hpp" // Para PaletteColor // Constructor Credits::Credits() : text_surface_(std::make_shared(Options::game.width, Options::game.height)), cover_surface_(std::make_shared(Options::game.width, Options::game.height)), shining_sprite_(std::make_shared(Resource::Cache::get()->getAnimationData("shine.yaml"))), delta_timer_(std::make_unique()) { // Configura la escena SceneManager::current = SceneManager::Scene::CREDITS; SceneManager::options = SceneManager::Options::NONE; shining_sprite_->setPos({194, 174, 8, 8}); // Cambia el color del borde Screen::get()->setBorderColor(static_cast(PaletteColor::BLACK)); // Escribe el texto en la textura fillTexture(); } // Comprueba el manejador de eventos void Credits::handleEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { GlobalEvents::handle(event); } } // Comprueba las entradas void Credits::handleInput() { Input::get()->update(); GlobalInputs::handle(); } // Inicializa los textos void Credits::iniTexts() { std::string keys = "CURSORS"; /* switch (Options::keys) { case Options::ControlScheme::CURSOR: keys = "CURSORS"; break; case Options::ControlScheme::OPQA: keys = "O,P AND Q"; break; case Options::ControlScheme::WASD: keys = "A,D AND W"; break; default: break; } */ texts_.clear(); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"INSTRUCTIONS:", static_cast(PaletteColor::YELLOW)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"HELP JAILDOC TO GET BACK ALL", static_cast(PaletteColor::WHITE)}); texts_.push_back({"HIS PROJECTS AND GO TO THE", static_cast(PaletteColor::WHITE)}); texts_.push_back({"JAIL TO FINISH THEM", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"KEYS:", static_cast(PaletteColor::YELLOW)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({keys + " TO MOVE AND JUMP", static_cast(PaletteColor::WHITE)}); texts_.push_back({"M TO SWITCH THE MUSIC", static_cast(PaletteColor::WHITE)}); texts_.push_back({"H TO PAUSE THE GAME", static_cast(PaletteColor::WHITE)}); texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", static_cast(PaletteColor::WHITE)}); texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", static_cast(PaletteColor::WHITE)}); texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"A GAME BY JAILDESIGNER", static_cast(PaletteColor::YELLOW)}); texts_.push_back({"MADE ON SUMMER/FALL 2022", static_cast(PaletteColor::YELLOW)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); texts_.push_back({"I LOVE JAILGAMES! ", static_cast(PaletteColor::WHITE)}); texts_.push_back({"", static_cast(PaletteColor::WHITE)}); } // Escribe el texto en la textura void Credits::fillTexture() { // Inicializa los textos iniTexts(); // Rellena la textura de texto auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(text_surface_); text_surface_->clear(static_cast(PaletteColor::BLACK)); auto text = Resource::Cache::get()->getText("smb2"); // Escribe el texto en la textura const int SIZE = text->getCharacterSize(); int pos_y = 0; for (const auto& t : texts_) { text->writeDX(Text::CENTER_FLAG | Text::COLOR_FLAG, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color); pos_y++; } // Escribe el corazón const int TEXT_LENGHT = text->length(texts_[22].label, 1) - text->length(" ", 1); // Se resta el ultimo caracter que es un espacio const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT; text->writeColored(POS_X, 176, "}", static_cast(PaletteColor::BRIGHT_RED)); Screen::get()->setRendererSurface(previuos_renderer); // Recoloca el sprite del brillo shining_sprite_->setPosX(POS_X + 2); // Rellena la textura que cubre el texto con color transparente cover_surface_->clear(static_cast(PaletteColor::TRANSPARENT)); // Los primeros 8 pixels crea una malla auto color = static_cast(PaletteColor::BLACK); for (int i = 0; i < 256; i += 2) { cover_surface_->putPixel(i, 0, color); cover_surface_->putPixel(i, 2, color); cover_surface_->putPixel(i, 4, color); cover_surface_->putPixel(i, 6, color); cover_surface_->putPixel(i + 1, 5, color); cover_surface_->putPixel(i + 1, 7, color); } // El resto se rellena de color sólido SDL_FRect rect = {0, 8, 256, 192}; cover_surface_->fillRect(&rect, color); } // Actualiza las variables void Credits::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 // Actualiza el sprite con el brillo si está después del tiempo de inicio if (reveal_time_ > SHINE_START_TIME) { shining_sprite_->update(DELTA_TIME); } Audio::update(); // Actualiza el objeto Audio Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen } // Transición entre estados void Credits::transitionToState(State new_state) { state_ = new_state; state_time_ = 0.0F; } // Actualiza la máquina de estados void Credits::updateState(float delta_time) { state_time_ += delta_time; switch (state_) { case State::REVEALING_TEXT: reveal_time_ += delta_time; // Incrementa reveal_time durante revelación if (state_time_ >= REVEAL_PHASE_1_DURATION) { transitionToState(State::PAUSE_1); } break; case State::PAUSE_1: // reveal_time_ NO incrementa durante pausa (se congela) if (state_time_ >= PAUSE_DURATION) { transitionToState(State::REVEALING_TEXT_2); } break; case State::REVEALING_TEXT_2: reveal_time_ += delta_time; // Incrementa reveal_time durante revelación if (state_time_ >= REVEAL_PHASE_2_DURATION) { transitionToState(State::PAUSE_2); } break; case State::PAUSE_2: // reveal_time_ NO incrementa durante pausa (se congela) if (state_time_ >= PAUSE_DURATION) { transitionToState(State::REVEALING_TEXT_3); } break; case State::REVEALING_TEXT_3: reveal_time_ += delta_time; // Incrementa reveal_time durante revelación if (state_time_ >= REVEAL_PHASE_3_DURATION) { transitionToState(State::PAUSE_3); } break; case State::PAUSE_3: // reveal_time_ NO incrementa durante pausa (se congela) if (state_time_ >= PAUSE_DURATION) { transitionToState(State::DISPLAYING_WITH_SHINE); } break; case State::DISPLAYING_WITH_SHINE: reveal_time_ += delta_time; // Incrementa reveal_time durante revelación if (state_time_ >= DISPLAY_WITH_SHINE_DURATION) { transitionToState(State::FADING_OUT); } break; case State::FADING_OUT: reveal_time_ += delta_time; // Incrementa reveal_time durante fade if (state_time_ >= FADE_OUT_DURATION) { transitionToState(State::EXITING); } break; case State::EXITING: SceneManager::current = SceneManager::Scene::DEMO; break; } } // Dibuja en pantalla void Credits::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clearSurface(static_cast(PaletteColor::BLACK)); if (state_ != State::EXITING) { // Dibuja la textura con el texto en pantalla text_surface_->render(0, 0); // Dibuja la textura que cubre el texto // OFFSET basado en reveal_time_ (que se congela durante pausas, como counter_ original) const float OFFSET = std::min(reveal_time_ * REVEAL_SPEED / 8.0F, 192.0F / 2.0F); SDL_FRect src_rect = {0.0F, 0.0F, 256.0F, 192.0F - (OFFSET * 2.0F)}; cover_surface_->render(0, static_cast(OFFSET * 2.0F), &src_rect); // Dibuja el sprite con el brillo shining_sprite_->render(1, static_cast(PaletteColor::BRIGHT_WHITE)); } // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Bucle para el logo del juego void Credits::run() { while (SceneManager::current == SceneManager::Scene::CREDITS) { update(); render(); } }