284 lines
10 KiB
C++
284 lines
10 KiB
C++
#include "game/scenes/logo.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para std::clamp
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#include <array> // Para std::array
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#include <random> // Para generador aleatorio
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/input/global_inputs.hpp" // Para check
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#include "core/input/input.hpp" // Para Input
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/rendering/surface_sprite.hpp" // Para SSprite
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "core/system/global_events.hpp" // Para check
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#include "game/options.hpp" // Para Options, SectionState, options, Section
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "utils/delta_timer.hpp" // Para DeltaTimer
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#include "utils/easing_functions.hpp" // Para funciones de suavizado
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#include "utils/utils.hpp" // Para PaletteColor
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// Constructor
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Logo::Logo()
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: jailgames_surface_(Resource::Cache::get()->getSurface("jailgames.gif")),
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since_1998_surface_(Resource::Cache::get()->getSurface("since_1998.gif")),
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since_1998_sprite_(std::make_shared<SurfaceSprite>(since_1998_surface_, (256 - since_1998_surface_->getWidth()) / 2, 83 + jailgames_surface_->getHeight() + 5, since_1998_surface_->getWidth(), since_1998_surface_->getHeight())),
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delta_timer_(std::make_unique<DeltaTimer>()) {
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// Configura variables
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since_1998_sprite_->setClip(0, 0, since_1998_surface_->getWidth(), since_1998_surface_->getHeight());
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since_1998_color_ = static_cast<Uint8>(PaletteColor::BLACK);
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jailgames_color_ = static_cast<Uint8>(PaletteColor::BRIGHT_WHITE);
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// Inicializa variables
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SceneManager::current = SceneManager::Scene::LOGO;
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initSprites(); // Crea los sprites de cada linea
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initColors(); // Inicializa el vector de colores
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// Seleccionar función de easing aleatoria para la animación del logo
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// Usamos lambdas para funciones con parámetros opcionales
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static const std::array<EasingFunction, 4> EASING_OPTIONS = {
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[](float t) { return Easing::backOut(t); }, // Overshoot retro
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[](float t) { return Easing::elasticOut(t); }, // Rebote múltiple con oscilación
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Easing::bounceOut, // Rebote físico decreciente
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Easing::cubicOut // Suavizado sin overshoot (para variedad)
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};
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_int_distribution<size_t> dist(0, EASING_OPTIONS.size() - 1);
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easing_function_ = EASING_OPTIONS[dist(gen)];
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// Cambia el color del borde
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Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
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}
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// Comprueba el manejador de eventos
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void Logo::handleEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::handle(event);
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}
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}
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// Comprueba las entradas
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void Logo::handleInput() {
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Input::get()->update();
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GlobalInputs::handle();
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}
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// Gestiona el logo de JAILGAME
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void Logo::updateJAILGAMES(float delta_time) {
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// Solo actualizar durante el estado JAILGAMES_SLIDE_IN
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if (state_ != State::JAILGAMES_SLIDE_IN) {
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return;
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}
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// Calcular el progreso de la animación (0.0 a 1.0)
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const float PROGRESS = std::clamp(state_time_ / JAILGAMES_SLIDE_DURATION, 0.0F, 1.0F);
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// Aplicar función de suavizado seleccionada aleatoriamente (permite overshoot para efecto de rebote)
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// La posición final exacta se garantiza en updateState() antes de transicionar
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const float EASED_PROGRESS = easing_function_(PROGRESS);
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// Actualizar cada línea del sprite JAILGAMES interpolando con easing
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for (size_t i = 0; i < jailgames_sprite_.size(); ++i) {
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// Interpolar entre posición inicial y destino usando el progreso suavizado
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const auto INITIAL_X = static_cast<float>(jailgames_initial_x_[i]);
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const auto DEST_X = static_cast<float>(JAILGAMES_DEST_X);
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const float NEW_X = INITIAL_X + ((DEST_X - INITIAL_X) * EASED_PROGRESS);
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jailgames_sprite_[i]->setX(NEW_X);
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}
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}
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// Calcula el índice de color según el progreso (0.0-1.0)
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auto Logo::getColorIndex(float progress) const -> int {
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// Asegurar que progress esté en el rango [0.0, 1.0]
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progress = std::clamp(progress, 0.0F, 1.0F);
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// Mapear el progreso al índice de color (0-7)
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const int MAX_INDEX = static_cast<int>(color_.size()) - 1;
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const int INDEX = static_cast<int>(progress * MAX_INDEX);
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return INDEX;
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}
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// Gestiona el color de las texturas
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void Logo::updateTextureColors() {
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switch (state_) {
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case State::SINCE_1998_FADE_IN: {
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// Fade-in de "Since 1998" de negro a blanco
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const float PROGRESS = state_time_ / SINCE_1998_FADE_DURATION;
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since_1998_color_ = color_[getColorIndex(PROGRESS)];
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break;
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}
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case State::DISPLAY: {
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// Asegurar que ambos logos estén en blanco durante el display
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jailgames_color_ = color_.back(); // BRIGHT_WHITE
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since_1998_color_ = color_.back(); // BRIGHT_WHITE
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break;
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}
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case State::FADE_OUT: {
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// Fade-out de ambos logos de blanco a negro
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const float PROGRESS = 1.0F - (state_time_ / FADE_OUT_DURATION);
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const int COLOR_INDEX = getColorIndex(PROGRESS);
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jailgames_color_ = color_[COLOR_INDEX];
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since_1998_color_ = color_[COLOR_INDEX];
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break;
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}
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default:
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// En otros estados, mantener los colores actuales
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break;
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}
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}
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// Transiciona a un nuevo estado
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void Logo::transitionToState(State new_state) {
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state_ = new_state;
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state_time_ = 0.0F;
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}
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// Actualiza el estado actual
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void Logo::updateState(float delta_time) {
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state_time_ += delta_time;
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// Gestionar transiciones entre estados basándose en el tiempo
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switch (state_) {
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case State::INITIAL:
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if (state_time_ >= INITIAL_DELAY) {
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transitionToState(State::JAILGAMES_SLIDE_IN);
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}
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break;
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case State::JAILGAMES_SLIDE_IN:
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if (state_time_ >= JAILGAMES_SLIDE_DURATION) {
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// Garantizar que todas las líneas estén exactamente en la posición final
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// antes de transicionar (previene race condition con updateJAILGAMES)
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for (auto& sprite : jailgames_sprite_) {
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sprite->setX(JAILGAMES_DEST_X);
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}
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transitionToState(State::SINCE_1998_FADE_IN);
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}
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break;
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case State::SINCE_1998_FADE_IN:
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if (state_time_ >= SINCE_1998_FADE_DURATION) {
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transitionToState(State::DISPLAY);
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}
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break;
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case State::DISPLAY:
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if (state_time_ >= DISPLAY_DURATION) {
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transitionToState(State::FADE_OUT);
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}
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break;
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case State::FADE_OUT:
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if (state_time_ >= FADE_OUT_DURATION) {
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transitionToState(State::END);
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endSection();
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}
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break;
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case State::END:
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// Estado final, no hacer nada
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break;
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}
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}
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// Actualiza las variables
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void Logo::update() {
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const float DELTA_TIME = delta_timer_->tick();
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handleEvents(); // Comprueba los eventos
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handleInput(); // Comprueba las entradas
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updateState(DELTA_TIME); // Actualiza el estado y gestiona transiciones
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updateJAILGAMES(DELTA_TIME); // Gestiona el logo de JAILGAME
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updateTextureColors(); // Gestiona el color de las texturas
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Audio::update(); // Actualiza el objeto Audio
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Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen
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}
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// Dibuja en pantalla
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void Logo::render() {
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// Prepara para empezar a dibujar en la textura de juego
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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// Dibuja los objetos
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for (const auto& sprite : jailgames_sprite_) {
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sprite->render(1, jailgames_color_);
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}
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since_1998_sprite_->render(1, since_1998_color_);
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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}
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// Bucle para el logo del juego
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void Logo::run() {
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while (SceneManager::current == SceneManager::Scene::LOGO) {
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update();
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render();
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}
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}
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// Termina la sección
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void Logo::endSection() {
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switch (SceneManager::options) {
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case SceneManager::Options::LOGO_TO_TITLE:
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SceneManager::current = SceneManager::Scene::TITLE;
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break;
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case SceneManager::Options::LOGO_TO_LOADING_SCREEN:
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SceneManager::current = SceneManager::Scene::LOADING_SCREEN;
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break;
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default:
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// Ninguna acción por defecto
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break;
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}
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}
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// Inicializa el vector de colores
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void Logo::initColors() {
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// Inicializa el vector de colores
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const std::vector<Uint8> COLORS = {
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static_cast<Uint8>(PaletteColor::BLACK),
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static_cast<Uint8>(PaletteColor::BLUE),
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static_cast<Uint8>(PaletteColor::RED),
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static_cast<Uint8>(PaletteColor::MAGENTA),
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static_cast<Uint8>(PaletteColor::GREEN),
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static_cast<Uint8>(PaletteColor::CYAN),
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static_cast<Uint8>(PaletteColor::YELLOW),
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static_cast<Uint8>(PaletteColor::BRIGHT_WHITE)};
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for (const auto& color : COLORS) {
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color_.push_back(color);
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}
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}
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// Crea los sprites de cada linea
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void Logo::initSprites() {
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const float WIDTH = jailgames_surface_->getWidth();
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jailgames_initial_x_.reserve(jailgames_surface_->getHeight());
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for (int i = 0; i < jailgames_surface_->getHeight(); ++i) {
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jailgames_sprite_.push_back(std::make_shared<SurfaceSprite>(jailgames_surface_, 0, i, jailgames_surface_->getWidth(), 1));
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jailgames_sprite_.back()->setClip(0, i, jailgames_surface_->getWidth(), 1);
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// Calcular posición inicial (alternando entre derecha e izquierda)
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constexpr int LINE_OFFSET = 6;
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const int INITIAL_X = (i % 2 == 0) ? (256 + (i * LINE_OFFSET)) : (static_cast<int>(-WIDTH) - (i * LINE_OFFSET));
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jailgames_initial_x_.push_back(INITIAL_X);
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jailgames_sprite_.at(i)->setX(INITIAL_X);
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jailgames_sprite_.at(i)->setY(83 + i);
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}
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} |