183 lines
5.9 KiB
C++
183 lines
5.9 KiB
C++
#include "scoreboard.h"
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "s_animated_sprite.h" // for SAnimatedSprite
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#include "defines.h" // for BLOCK
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#include "options.h" // for Options, options, OptionsVideo, Cheat
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "text.h" // for Text
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#include "surface.h" // for Texture
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// Constructor
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Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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: data_(data),
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clock_(ClockData())
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{
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const int SURFACE_WIDTH_ = options.game.width;
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constexpr int SURFACE_HEIGHT_ = 6 * BLOCK;
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// Reserva memoria para los objetos
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item_surface_ = Resource::get()->getSurface("items.gif");
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auto player_texture = Resource::get()->getSurface(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.gif" : "player.gif");
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auto player_animations = Resource::get()->getAnimations(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani");
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player_sprite_ = std::make_shared<SAnimatedSprite>(player_texture, player_animations);
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player_sprite_->setCurrentAnimation("walk_menu");
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surface_ = std::make_shared<Surface>(SURFACE_WIDTH_, SURFACE_HEIGHT_);
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surface_dest_ = {0, options.game.height - SURFACE_HEIGHT_, SURFACE_WIDTH_, SURFACE_HEIGHT_};
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// Inicializa las variables
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counter_ = 0;
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change_color_speed_ = 4;
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is_paused_ = false;
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paused_time_ = 0;
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paused_time_elapsed_ = 0;
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items_color_ = stringToColor("white");
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// Inicializa el vector de colores
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const std::vector<std::string> COLORS = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"};
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for (const auto &color : COLORS)
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{
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color_.push_back(stringToColor(color));
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}
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}
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// Pinta el objeto en pantalla
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void Scoreboard::render()
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{
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surface_->render(nullptr, &surface_dest_);
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}
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// Actualiza las variables del objeto
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void Scoreboard::update()
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{
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counter_++;
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player_sprite_->update();
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// Actualiza el color de la cantidad de items recogidos
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updateItemsColor();
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// Dibuja la textura
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fillTexture();
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if (!is_paused_)
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{
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// Si está en pausa no se actualiza el reloj
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clock_ = getTime();
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}
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}
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// Obtiene el tiempo transcurrido de partida
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Scoreboard::ClockData Scoreboard::getTime()
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{
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const Uint32 timeElapsed = SDL_GetTicks() - data_->ini_clock - paused_time_elapsed_;
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ClockData time;
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time.hours = timeElapsed / 3600000;
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time.minutes = timeElapsed / 60000;
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time.seconds = timeElapsed / 1000;
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time.separator = (timeElapsed % 1000 <= 500) ? ":" : " ";
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return time;
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}
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// Pone el marcador en modo pausa
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void Scoreboard::setPaused(bool value)
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{
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if (is_paused_ == value)
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{
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// Evita ejecutar lógica si el estado no cambia
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return;
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}
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is_paused_ = value;
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if (is_paused_)
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{
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// Guarda el tiempo actual al pausar
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paused_time_ = SDL_GetTicks();
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}
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else
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{
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// Calcula el tiempo pausado acumulado al reanudar
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paused_time_elapsed_ += SDL_GetTicks() - paused_time_;
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}
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}
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// Actualiza el color de la cantidad de items recogidos
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void Scoreboard::updateItemsColor()
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{
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if (!data_->jail_is_open)
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{
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return;
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}
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if (counter_ % 20 < 10)
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{
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items_color_ = stringToColor("white");
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}
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else
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{
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items_color_ = stringToColor("magenta");
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}
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}
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// Devuelve la cantidad de minutos de juego transcurridos
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int Scoreboard::getMinutes()
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{
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return getTime().minutes;
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}
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// Dibuja los elementos del marcador en la textura
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void Scoreboard::fillTexture()
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{
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// Empieza a dibujar en la textura
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Screen::get()->setRendererSurface(surface_);
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// Limpia la textura
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surface_->clear(stringToColor("black"));
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// Anclas
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constexpr int LINE1 = BLOCK;
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constexpr int LINE2 = 3 * BLOCK;
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// Dibuja las vidas
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const int desp = (counter_ / 40) % 8;
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const int frame = desp % 4;
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player_sprite_->setCurrentAnimationFrame(frame);
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player_sprite_->setPosY(LINE2);
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for (int i = 0; i < data_->lives; ++i)
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{
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player_sprite_->setPosX(8 + (16 * i) + desp);
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const int index = i % color_.size();
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player_sprite_->render(1, color_.at(index));
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}
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// Muestra si suena la música
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if (data_->music)
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{
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const Uint8 c = data_->color;
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SDL_Rect clip = {0, 8, 8, 8};
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item_surface_->renderWithColorReplace(20 * BLOCK, LINE2, 1, c, &clip);
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}
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// Escribe los textos
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auto text = Resource::get()->getText("smb2");
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const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
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const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
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text->writeColored(BLOCK, LINE1, "Items collected ", data_->color);
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text->writeColored(17 * BLOCK, LINE1, ITEMS_TEXT, items_color_);
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text->writeColored(20 * BLOCK, LINE1, " Time ", data_->color);
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text->writeColored(26 * BLOCK, LINE1, TIME_TEXT, stringToColor("white"));
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const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
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text->writeColored(22 * BLOCK, LINE2, "Rooms", stringToColor("white"));
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text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor("white"));
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// Deja el renderizador como estaba
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Screen::get()->setRendererSurface(nullptr);
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} |