#include "game/scenes/title.hpp" #include #include // Para clamp #include "core/audio/audio.hpp" // Para Audio #include "core/input/global_inputs.hpp" // Para check #include "core/input/input.hpp" // Para Input, InputAction, Input::DO_NOT_ALLOW_REPEAT, REP... #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_CENTER, TEXT_COLOR #include "core/resources/resource.hpp" // Para Resource #include "core/system/global_events.hpp" // Para check #include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement #include "game/options.hpp" // Para Options, options, SectionState, Section #include "game/scene_manager.hpp" // Para SceneManager #include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH #include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic // Constructor Title::Title() : title_logo_surface_(Resource::get()->getSurface("title_logo.gif")), title_logo_sprite_(std::make_shared(title_logo_surface_, 29, 9, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())), loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")), loading_screen_sprite_(std::make_shared(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())), bg_surface_(std::make_shared(Options::game.width, Options::game.height)), delta_timer_(std::make_unique()), marquee_text_(Resource::get()->getText("gauntlet")), first_active_letter_(0), last_active_letter_(0), state_time_(0.0F), fade_accumulator_(0.0F) { // Inicializa variables state_ = SceneManager::options == SceneManager::Options::TITLE_WITH_LOADING_SCREEN ? State::SHOW_LOADING_SCREEN : State::SHOW_MENU; SceneManager::current = SceneManager::Scene::TITLE; SceneManager::options = SceneManager::Options::NONE; initMarquee(); // Crea y rellena la textura para mostrar los logros createCheevosTexture(); // Cambia el color del borde Screen::get()->setBorderColor(static_cast(PaletteColor::BLACK)); // Rellena la textura de fondo con todos los gráficos fillSurface(); // Inicia la musica playMusic("title.ogg"); } // Inicializa la marquesina void Title::initMarquee() { letters_.clear(); long_text_ = "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?"; // Pre-calcular anchos de caracteres para eficiencia for (size_t i = 0; i < long_text_.length(); ++i) { Glyph l; l.letter = long_text_[i]; // char directo, no substring l.x = MARQUEE_START_X; // Usar constante l.width = marquee_text_->lenght(std::string(1, long_text_[i])); // Pre-calcular ancho l.enabled = false; letters_.push_back(l); } letters_[0].enabled = true; first_active_letter_ = 0; last_active_letter_ = 0; } // Comprueba el manejador de eventos void Title::handleEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { GlobalEvents::handle(event); // Solo se comprueban estas teclas si no está activo el menu de logros if (event.type == SDL_EVENT_KEY_DOWN) { if (!show_cheevos_) { switch (event.key.key) { case SDLK_1: SceneManager::current = SceneManager::Scene::GAME; SceneManager::options = SceneManager::Options::NONE; break; case SDLK_2: show_cheevos_ = true; break; default: break; } } } } } // Comprueba las entradas void Title::handleInput(float delta_time) { Input::get()->update(); if (show_cheevos_) { if (Input::get()->checkAction(InputAction::RIGHT, Input::ALLOW_REPEAT)) { moveCheevosList(1, delta_time); } else if (Input::get()->checkAction(InputAction::LEFT, Input::ALLOW_REPEAT)) { moveCheevosList(0, delta_time); } else if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) { hideCheevosList(); } } if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) { if (state_ == State::SHOW_LOADING_SCREEN) { transitionToState(State::FADE_LOADING_SCREEN); } } GlobalInputs::handle(); } // Actualiza la marquesina void Title::updateMarquee(float delta_time) { const float DISPLACEMENT = MARQUEE_SPEED * delta_time; // Solo procesar letras en rango activo + 1 para poder activar la siguiente for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) { auto& letter = letters_[i]; if (letter.enabled) { letter.x -= DISPLACEMENT; // Desactivar si sale de pantalla if (letter.x < MARQUEE_EXIT_X) { letter.enabled = false; if (i == first_active_letter_) { first_active_letter_++; // Avanzar inicio del rango } } } else if (i > 0 && letters_[i - 1].x < MARQUEE_START_X && letters_[i - 1].enabled) { // Activar siguiente letra usando ancho pre-calculado letter.enabled = true; letter.x = letters_[i - 1].x + letters_[i - 1].width + MARQUEE_LETTER_SPACING; last_active_letter_ = i; // Expandir fin del rango } } // Comprueba si ha terminado la marquesina y la reinicia if (letters_[letters_.size() - 1].x < MARQUEE_EXIT_X) { initMarquee(); } } // Dibuja la marquesina void Title::renderMarquee() { // Solo renderizar letras activas (optimización: usa cache y rangos) for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) { const auto& letter = letters_[i]; if (letter.enabled) { marquee_text_->writeColored( static_cast(letter.x), // Conversión explícita float→int static_cast(MARQUEE_Y), // Usar constante std::string(1, letter.letter), // Convertir char a string static_cast(PaletteColor::BRIGHT_RED)); } } } // Actualiza las variables void Title::update() { const float DELTA_TIME = delta_timer_->tick(); handleEvents(); // Comprueba los eventos handleInput(DELTA_TIME); // Comprueba las entradas updateState(DELTA_TIME); // Actualiza el estado actual Audio::get()->update(); // Actualiza el objeto Audio Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen } // Actualiza el estado actual void Title::updateState(float delta_time) { state_time_ += delta_time; switch (state_) { case State::SHOW_LOADING_SCREEN: if (state_time_ >= SHOW_LOADING_DURATION) { transitionToState(State::FADE_LOADING_SCREEN); } break; case State::FADE_LOADING_SCREEN: fade_accumulator_ += delta_time; if (fade_accumulator_ >= FADE_STEP_INTERVAL) { fade_accumulator_ = 0.0F; if (loading_screen_surface_->fadeSubPalette()) { transitionToState(State::SHOW_MENU); } } break; case State::SHOW_MENU: // Actualiza la marquesina updateMarquee(delta_time); // Si el tiempo alcanza el timeout, va a créditos if (state_time_ >= AUTO_CREDITS_TIMEOUT && !show_cheevos_) { SceneManager::current = SceneManager::Scene::CREDITS; SceneManager::options = SceneManager::Options::NONE; } break; default: break; } } // Transiciona a un nuevo estado void Title::transitionToState(State new_state) { state_ = new_state; state_time_ = 0.0F; fade_accumulator_ = 0.0F; } // Dibuja en pantalla void Title::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); Screen::get()->clearSurface(static_cast(PaletteColor::BLACK)); switch (state_) { case State::SHOW_MENU: // Dibuja la textura de fondo bg_surface_->render(0, 0); // Dibuja la marquesina renderMarquee(); // Dibuja la información de logros if (show_cheevos_) { cheevos_sprite_->render(); } break; case State::SHOW_LOADING_SCREEN: case State::FADE_LOADING_SCREEN: loading_screen_sprite_->render(); title_logo_sprite_->render(); break; default: break; } // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Bucle para el logo del juego void Title::run() { while (SceneManager::current == SceneManager::Scene::TITLE) { update(); render(); } } // Desplaza la lista de logros void Title::moveCheevosList(int direction, float delta_time) { // Calcula el desplazamiento basado en tiempo const float DISPLACEMENT = CHEEVOS_SCROLL_SPEED * delta_time; // Modifica la posición de la ventana de vista cheevos_surface_view_.y = direction == 0 ? cheevos_surface_view_.y - DISPLACEMENT : cheevos_surface_view_.y + DISPLACEMENT; // Ajusta los limites const float BOTTOM = cheevos_surface_->getHeight() - cheevos_surface_view_.h; cheevos_surface_view_.y = std::clamp(cheevos_surface_view_.y, 0.0F, BOTTOM); cheevos_sprite_->setClip(cheevos_surface_view_); } // Rellena la textura de fondo con todos los gráficos void Title::fillSurface() { // Coloca el puntero del renderizador sobre la textura auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(bg_surface_); // Rellena la textura de color bg_surface_->clear(static_cast(PaletteColor::BLACK)); // Pinta el gráfico del titulo a partir del sprite title_logo_sprite_->render(); // Escribe el texto en la textura auto text = Resource::get()->getText("smb2"); const Uint8 COLOR = stringToColor("green"); const int TEXT_SIZE = text->getCharacterSize(); text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 11 * TEXT_SIZE, "1.PLAY", 1, COLOR); text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 13 * TEXT_SIZE, "2.ACHIEVEMENTS", 1, COLOR); text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * TEXT_SIZE, "3.REDEFINE KEYS", 1, COLOR); // Devuelve el puntero del renderizador a su sitio Screen::get()->setRendererSurface(previuos_renderer); } // Crea y rellena la textura para mostrar los logros void Title::createCheevosTexture() { // Crea la textura con el listado de logros const auto CHEEVOS_LIST = Cheevos::get()->list(); const auto TEXT = Resource::get()->getText("subatomic"); constexpr int CHEEVOS_TEXTURE_WIDTH = 200; constexpr int CHEEVOS_TEXTURE_VIEW_HEIGHT = 110 - 8; constexpr int CHEEVOS_TEXTURE_POS_Y = 73; constexpr int CHEEVOS_PADDING = 10; const int CHEEVO_HEIGHT = CHEEVOS_PADDING + (TEXT->getCharacterSize() * 2) + 1; const int CHEEVOS_TEXTURE_HEIGHT = (CHEEVO_HEIGHT * CHEEVOS_LIST.size()) + 2 + TEXT->getCharacterSize() + 8; cheevos_surface_ = std::make_shared(CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT); // Prepara para dibujar sobre la textura auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(cheevos_surface_); // Rellena la textura con color sólido const auto CHEEVOS_BG_COLOR = static_cast(PaletteColor::BLACK); cheevos_surface_->clear(CHEEVOS_BG_COLOR); // Escribe la lista de logros en la textura const std::string CHEEVOS_OWNER = "ACHIEVEMENTS"; const std::string CHEEVOS_LIST_CAPTION = CHEEVOS_OWNER + " (" + std::to_string(Cheevos::get()->getTotalUnlockedAchievements()) + " / " + std::to_string(Cheevos::get()->size()) + ")"; int pos = 2; TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, cheevos_surface_->getWidth() / 2, pos, CHEEVOS_LIST_CAPTION, 1, stringToColor("bright_green")); pos += TEXT->getCharacterSize(); const Uint8 CHEEVO_LOCKED_COLOR = stringToColor("white"); const Uint8 CHEEVO_UNLOCKED_COLOR = stringToColor("bright_green"); constexpr int LINE_X1 = (CHEEVOS_TEXTURE_WIDTH / 7) * 3; constexpr int LINE_X2 = LINE_X1 + ((CHEEVOS_TEXTURE_WIDTH / 7) * 1); for (const auto& cheevo : CHEEVOS_LIST) { const Uint8 CHEEVO_COLOR = cheevo.completed ? CHEEVO_UNLOCKED_COLOR : CHEEVO_LOCKED_COLOR; pos += CHEEVOS_PADDING; constexpr int HALF = CHEEVOS_PADDING / 2; cheevos_surface_->drawLine(LINE_X1, pos - HALF - 1, LINE_X2, pos - HALF - 1, CHEEVO_COLOR); TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.caption, 1, CHEEVO_COLOR); pos += TEXT->getCharacterSize() + 1; TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.description, 1, CHEEVO_COLOR); pos += TEXT->getCharacterSize(); } // Restablece el RenderSurface Screen::get()->setRendererSurface(previuos_renderer); // Crea el sprite para el listado de logros cheevos_sprite_ = std::make_shared(cheevos_surface_, (GAMECANVAS_WIDTH - cheevos_surface_->getWidth()) / 2, CHEEVOS_TEXTURE_POS_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight()); cheevos_surface_view_ = {.x = 0, .y = 0, .w = cheevos_surface_->getWidth(), .h = CHEEVOS_TEXTURE_VIEW_HEIGHT}; cheevos_sprite_->setClip(cheevos_surface_view_); } // Oculta la lista de logros void Title::hideCheevosList() { show_cheevos_ = false; cheevos_surface_view_.y = 0; cheevos_sprite_->setClip(cheevos_surface_view_); }