658 lines
19 KiB
C++
658 lines
19 KiB
C++
#include "ending.h"
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// Constructor
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Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->resource = resource;
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this->asset = asset;
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this->options = options;
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// Reserva memoria para los punteros a objetos
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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music = JA_LoadMusic(asset->get("ending1.ogg").c_str());
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// Inicializa variables
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counter = -1;
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preCounter = 0;
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coverCounter = 0;
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section.name = SECTION_PROG_ENDING;
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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scene = 0;
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// Inicializa los textos
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iniTexts();
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// Inicializa las imagenes
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iniPics();
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// Inicializa las escenas
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iniScenes();
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// Cambia el color del borde
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screen->setBorderColor(stringToColor(options->palette, "black"));
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// Crea la textura para cubrir el rexto
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coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (coverTexture == nullptr)
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{
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if (options->console)
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{
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std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
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// Rellena la textura para la cortinilla
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fillCoverTexture();
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}
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// Destructor
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Ending::~Ending()
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{
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// Libera la memoria de los objetos
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delete eventHandler;
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delete text;
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SDL_DestroyTexture(coverTexture);
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for (auto st : spriteTexts)
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{
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delete st.sprite;
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delete st.texture;
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delete st.coverSprite;
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delete st.coverTexture;
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}
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spriteTexts.clear();
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for (auto sp : spritePics)
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{
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delete sp.sprite;
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delete sp.coverSprite;
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delete sp.coverTexture;
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}
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spritePics.clear();
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JA_DeleteMusic(music);
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}
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// Actualiza el objeto
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void Ending::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba el manejador de eventos
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checkEventHandler();
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// Actualiza el contador
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updateCounters();
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// Actualiza las cortinillas de los elementos
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updateSpriteCovers();
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// Comprueba si se ha de cambiar de escena
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checkChangeScene();
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// Actualiza el volumen de la musica
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updateMusicVolume();
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// Actualiza las notificaciones
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screen->updateNotifier();
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}
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}
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// Dibuja el final en pantalla
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void Ending::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(stringToColor(options->palette, "black"));
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// Dibuja las imagenes de la escena
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spritePics.at(scene).sprite->render();
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spritePics.at(scene).coverSprite->render();
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// Dibuja los textos de la escena
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for (auto ti : scenes.at(scene).textIndex)
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{
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if (counter > ti.trigger)
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{
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spriteTexts.at(ti.index).sprite->render();
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spriteTexts.at(ti.index).coverSprite->render();
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}
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}
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// Dibuja la cortinilla de cambio de escena
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renderCoverTexture();
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// text->write(0, 0, std::to_string(counter));
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba el manejador de eventos
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void Ending::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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break;
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}
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// Comprueba las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F5:
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switchPalette();
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break;
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default:
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break;
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}
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}
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}
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}
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// Inicializa los textos
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void Ending::iniTexts()
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{
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// Vector con los textos
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std::vector<textAndPos_t> texts;
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// Escena #0
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texts.push_back({"HE FINALLY MANAGED", 32});
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texts.push_back({"TO GET TO THE JAIL", 42});
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texts.push_back({"WITH ALL HIS PROJECTS", 142});
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texts.push_back({"READY TO BE FREED", 152});
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// Escena #1
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texts.push_back({"ALL THE JAILERS WERE THERE", 1});
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texts.push_back({"WAITING FOR THE JAILGAMES", 11});
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texts.push_back({"TO BE RELEASED", 21});
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texts.push_back({"THERE WERE EVEN BARRULLS AND", 161});
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texts.push_back({"BEGINNERS AMONG THE CROWD", 171});
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texts.push_back({"BRY WAS CRYING...", 181});
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// Escena #2
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texts.push_back({"BUT SUDDENLY SOMETHING", 19});
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texts.push_back({"CAUGHT HIS ATTENTION", 29});
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// Escena #3
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texts.push_back({"A PILE OF JUNK!", 36});
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texts.push_back({"FULL OF NON WORKING TRASH!!", 46});
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// Escena #4
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texts.push_back({"AND THEN,", 36});
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texts.push_back({"FOURTY NEW PROJECTS", 46});
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texts.push_back({"WERE BORN...", 158});
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// Crea los sprites
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for (auto st : spriteTexts)
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{
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delete st.sprite;
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delete st.texture;
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delete st.coverSprite;
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delete st.coverTexture;
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}
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spriteTexts.clear();
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for (auto t : texts)
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{
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endingTexture_t st;
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const int width = text->lenght(t.caption, 1) + 2 + 2;
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const int height = text->getCharacterSize() + 2 + 2;
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color_t c = stringToColor(options->palette, "black");
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// Crea la texture
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st.texture = new Texture(renderer);
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st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
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st.texture->setAsRenderTarget(renderer);
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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// Crea el sprite
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st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer);
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st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos});
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// Crea la coverTexture
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st.coverTexture = new Texture(renderer);
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st.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
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st.coverTexture->setAsRenderTarget(renderer);
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st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Los primeros 8 pixels crea una malla
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c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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{
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SDL_RenderDrawPoint(renderer, i, 0);
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SDL_RenderDrawPoint(renderer, i, 2);
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SDL_RenderDrawPoint(renderer, i, 4);
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SDL_RenderDrawPoint(renderer, i, 6);
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SDL_RenderDrawPoint(renderer, i + 1, 5);
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SDL_RenderDrawPoint(renderer, i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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// Crea el sprite
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st.coverSprite = new Sprite({0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8}, st.coverTexture, renderer);
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st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos});
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st.coverSprite->setSpriteClip(0, 8, -1, -1);
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// Inicializa variables
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st.clipDesp = 8;
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st.clipHeight = height;
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spriteTexts.push_back(st);
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}
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}
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// Inicializa las imagenes
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void Ending::iniPics()
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{
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// Vector con las rutas y la posición
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std::vector<textAndPos_t> pics;
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if (options->palette == p_zxspectrum)
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{
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pics.push_back({"ending1.png", 48});
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pics.push_back({"ending2.png", 26});
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pics.push_back({"ending3.png", 29});
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pics.push_back({"ending4.png", 63});
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pics.push_back({"ending5.png", 53});
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}
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else
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{
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pics.push_back({"ending1_zxarne.png", 48});
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pics.push_back({"ending2_zxarne.png", 26});
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pics.push_back({"ending3_zxarne.png", 29});
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pics.push_back({"ending4_zxarne.png", 63});
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pics.push_back({"ending5_zxarne.png", 53});
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}
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// Crea los sprites
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for (auto sp : spritePics)
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{
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delete sp.sprite;
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delete sp.coverSprite;
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delete sp.coverTexture;
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}
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spritePics.clear();
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for (auto p : pics)
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{
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endingTexture_t sp;
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// Crea la texture
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sp.texture = resource->getTexture(p.caption);
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const int width = sp.texture->getWidth();
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const int height = sp.texture->getHeight();
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// Crea el sprite
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sp.sprite = new Sprite({0, 0, width, height}, sp.texture, renderer);
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sp.sprite->setPos({(GAMECANVAS_WIDTH - width) / 2, p.pos});
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// Crea la coverTexture
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sp.coverTexture = new Texture(renderer);
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sp.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
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sp.coverTexture->setAsRenderTarget(renderer);
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sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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// Los primeros 8 pixels crea una malla
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color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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{
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SDL_RenderDrawPoint(renderer, i, 0);
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SDL_RenderDrawPoint(renderer, i, 2);
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SDL_RenderDrawPoint(renderer, i, 4);
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SDL_RenderDrawPoint(renderer, i, 6);
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SDL_RenderDrawPoint(renderer, i + 1, 5);
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SDL_RenderDrawPoint(renderer, i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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// Crea el sprite
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sp.coverSprite = new Sprite({0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8}, sp.coverTexture, renderer);
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sp.coverSprite->setPos({(GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, p.pos});
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sp.coverSprite->setSpriteClip(0, 8, -1, -1);
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// Inicializa variables
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sp.clipDesp = 8;
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sp.clipHeight = height;
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spritePics.push_back(sp);
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}
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}
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// Inicializa las escenas
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void Ending::iniScenes()
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{
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// Variable para los tiempos
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int trigger;
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const int lapse = 80;
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// Crea el contenedor
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scene_t sc;
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// Inicializa el vector
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scenes.clear();
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// Crea la escena #0
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sc.counterEnd = 1000;
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sc.pictureIndex = 0;
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sc.textIndex.clear();
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trigger = 85 * 2;
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trigger += lapse;
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sc.textIndex.push_back({0, trigger});
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trigger += lapse;
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sc.textIndex.push_back({1, trigger});
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trigger += lapse * 3;
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sc.textIndex.push_back({2, trigger});
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trigger += lapse;
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sc.textIndex.push_back({3, trigger});
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scenes.push_back(sc);
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// Crea la escena #1
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sc.counterEnd = 1400;
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sc.pictureIndex = 1;
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sc.textIndex.clear();
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trigger = 140 * 2;
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trigger += lapse;
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sc.textIndex.push_back({4, trigger});
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trigger += lapse;
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sc.textIndex.push_back({5, trigger});
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trigger += lapse;
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sc.textIndex.push_back({6, trigger});
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trigger += lapse * 3;
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sc.textIndex.push_back({7, trigger});
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trigger += lapse;
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sc.textIndex.push_back({8, trigger});
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trigger += lapse * 3;
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sc.textIndex.push_back({9, trigger});
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scenes.push_back(sc);
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// Crea la escena #2
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sc.counterEnd = 1000;
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sc.pictureIndex = 2;
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sc.textIndex.clear();
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trigger = 148 / 2;
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trigger += lapse;
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sc.textIndex.push_back({10, trigger});
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trigger += lapse;
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sc.textIndex.push_back({11, trigger});
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scenes.push_back(sc);
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// Crea la escena #3
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sc.counterEnd = 800;
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sc.pictureIndex = 3;
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sc.textIndex.clear();
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trigger = 87 / 2;
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trigger += lapse;
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sc.textIndex.push_back({12, trigger});
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trigger += lapse / 2;
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sc.textIndex.push_back({13, trigger});
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scenes.push_back(sc);
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// Crea la escena #4
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sc.counterEnd = 1000;
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sc.pictureIndex = 4;
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sc.textIndex.clear();
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trigger = 91 * 2;
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trigger += lapse;
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sc.textIndex.push_back({14, trigger});
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trigger += lapse * 2;
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sc.textIndex.push_back({15, trigger});
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trigger += lapse * 3;
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sc.textIndex.push_back({16, trigger});
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scenes.push_back(sc);
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}
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// Bucle principal
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section_t Ending::run()
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{
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JA_PlayMusic(music);
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while (section.name == SECTION_PROG_ENDING)
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{
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update();
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render();
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}
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JA_StopMusic();
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JA_SetVolume(128);
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return section;
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}
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// Actualiza los contadores
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void Ending::updateCounters()
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{
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// Incrementa el contador
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if (preCounter < 200)
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{
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preCounter++;
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}
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else
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{
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counter++;
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}
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if (counter > scenes.at(scene).counterEnd - 100)
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{
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coverCounter++;
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}
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}
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// Actualiza las cortinillas de los elementos
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void Ending::updateSpriteCovers()
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{ // Actualiza la cortinilla de los textos
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if (counter % 4 == 0)
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{
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for (auto ti : scenes.at(scene).textIndex)
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{
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if (counter > ti.trigger)
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{
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if (spriteTexts.at(ti.index).clipDesp > 0)
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{
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spriteTexts.at(ti.index).clipDesp -= 2;
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}
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else if (spriteTexts.at(ti.index).clipHeight > 0)
|
|
{
|
|
spriteTexts.at(ti.index).clipHeight -= 2;
|
|
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2);
|
|
}
|
|
spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza la cortinilla de las imagenes
|
|
if (counter % 2 == 0)
|
|
{
|
|
if (spritePics.at(scene).clipDesp > 0)
|
|
{
|
|
spritePics.at(scene).clipDesp -= 2;
|
|
}
|
|
else if (spritePics.at(scene).clipHeight > 0)
|
|
{
|
|
spritePics.at(scene).clipHeight -= 2;
|
|
if (spritePics.at(scene).clipHeight < 0)
|
|
{
|
|
spritePics.at(scene).clipHeight = 0;
|
|
}
|
|
spritePics.at(scene).coverSprite->setPosY(spritePics.at(scene).coverSprite->getPosY() + 2);
|
|
}
|
|
spritePics.at(scene).coverSprite->setSpriteClip(0, spritePics.at(scene).clipDesp, spritePics.at(scene).coverSprite->getWidth(), spritePics.at(scene).clipHeight);
|
|
}
|
|
}
|
|
|
|
// Comprueba si se ha de cambiar de escena
|
|
void Ending::checkChangeScene()
|
|
{
|
|
if (counter > scenes.at(scene).counterEnd)
|
|
{
|
|
scene++;
|
|
counter = 0;
|
|
coverCounter = 0;
|
|
if (scene == 5)
|
|
{
|
|
// Termina el bucle
|
|
section.name = SECTION_PROG_ENDING2;
|
|
|
|
// Mantiene los valores anteriores
|
|
scene = 4;
|
|
coverCounter = 100;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Rellena la textura para la cortinilla
|
|
void Ending::fillCoverTexture()
|
|
{
|
|
// Rellena la textura que cubre el texto con color transparente
|
|
SDL_SetRenderTarget(renderer, coverTexture);
|
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(renderer);
|
|
|
|
// Los primeros 8 pixels crea una malla
|
|
const color_t c = stringToColor(options->palette, "brack");
|
|
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
|
|
for (int i = 0; i < 256; i += 2)
|
|
{
|
|
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 0);
|
|
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 1);
|
|
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 2);
|
|
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 3);
|
|
|
|
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 4);
|
|
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 6);
|
|
}
|
|
|
|
// El resto se rellena de color sólido
|
|
SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
|
|
SDL_RenderFillRect(renderer, &rect);
|
|
|
|
SDL_SetRenderTarget(renderer, nullptr);
|
|
}
|
|
|
|
// Dibuja la cortinilla de cambio de escena
|
|
void Ending::renderCoverTexture()
|
|
{
|
|
if (coverCounter > 0)
|
|
{ // Dibuja la textura que cubre el texto
|
|
const int offset = std::min(coverCounter, 100);
|
|
SDL_Rect srcRect = {0, 200 - (coverCounter * 2), 256, offset * 2};
|
|
SDL_Rect dstRect = {0, 0, 256, offset * 2};
|
|
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
|
|
}
|
|
}
|
|
|
|
// Actualiza el volumen de la musica
|
|
void Ending::updateMusicVolume()
|
|
{
|
|
if (scene == 4 && coverCounter > 0)
|
|
{
|
|
const float step = (100.0f - coverCounter) / 100.0f;
|
|
const int volume = 128 * step;
|
|
JA_SetVolume(volume);
|
|
}
|
|
}
|
|
|
|
// Cambia la paleta
|
|
void Ending::switchPalette()
|
|
{
|
|
if (options->palette == p_zxspectrum)
|
|
{
|
|
options->palette = p_zxarne;
|
|
|
|
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
|
|
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
|
|
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
|
|
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
|
|
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
|
|
}
|
|
else
|
|
{
|
|
options->palette = p_zxspectrum;
|
|
|
|
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1.png"));
|
|
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2.png"));
|
|
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3.png"));
|
|
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4.png"));
|
|
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5.png"));
|
|
}
|
|
} |