Files
jaildoctors_dilemma/source/intro.cpp

239 lines
4.9 KiB
C++

#include "intro.h"
// Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new LTexture(renderer, asset->get("loading_screen1.png"));
texture2 = new LTexture(renderer, asset->get("loading_screen2.png"));
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
sprite2 = new Sprite(0, 0, texture2->getWidth(), texture2->getHeight(), texture2, renderer);
loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str());
loadingSound2 = JA_LoadMusic(asset->get("loading_sound2.ogg").c_str());
loadingSound3 = JA_LoadMusic(asset->get("loading_sound3.ogg").c_str());
// text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Inicializa variables
preCounter = 0;
counter = 0;
section.name = SECTION_PROG_INTRO;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
loadCounter = 0;
loadCounter = 0;
load1 = true;
load2 = false;
}
// Destructor
Intro::~Intro()
{
delete texture;
delete texture2;
delete sprite;
delete sprite2;
delete eventHandler;
JA_DeleteMusic(loadingSound1);
JA_DeleteMusic(loadingSound2);
JA_DeleteMusic(loadingSound3);
// delete text;
}
// Comprueba el manejador de eventos
void Intro::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
// Cualquier tecla pulsada
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
}
}
}
// Gestiona el contador de carga
void Intro::updateLoad()
{
if (load1)
{
loadCounter = counter / 20;
if (loadCounter == 25)
{
load1 = false;
load2 = true;
loadCounter = 0;
JA_PlayMusic(loadingSound3);
}
}
else
{
loadCounter += 2;
loadCounter = std::min(loadCounter, 768);
}
}
// Gestiona el contador interno
void Intro::updateCounter()
{
if (preCounter >= 50)
{
if (counter == 0)
{
JA_PlayMusic(loadingSound2);
}
counter++;
}
else
{
preCounter++;
}
}
// Dibuja la pantalla de carga
void Intro::renderLoad()
{
// Carga 1 - Blanco y negro
if (load1)
{
sprite->render();
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Muestra las lineas 0..63
if (loadCounter < 8)
{
SDL_Rect rect = {0, 0 + loadCounter, 256, 8 - loadCounter};
SDL_RenderFillRect(renderer, &rect);
for (int i = 0; i < 6; i++)
{
rect.y += 8;
SDL_RenderFillRect(renderer, &rect);
}
rect.y += 8;
rect.h = 128;
SDL_RenderFillRect(renderer, &rect);
}
// Muestra las lineas 64..127
else if (loadCounter >= 8 && loadCounter < 16)
{
SDL_Rect rect = {0, 64 + (loadCounter - 8), 256, 8 - (loadCounter - 8)};
SDL_RenderFillRect(renderer, &rect);
for (int i = 0; i < 6; i++)
{
rect.y += 8;
SDL_RenderFillRect(renderer, &rect);
}
rect.y += 8;
rect.h = 64;
SDL_RenderFillRect(renderer, &rect);
}
// Muestra las lineas 128..191
else if (loadCounter >= 16 && loadCounter < 23)
{
SDL_Rect rect = {0, 128 + (loadCounter - 16), 256, 8 - (loadCounter - 16)};
SDL_RenderFillRect(renderer, &rect);
for (int i = 0; i < 6; i++)
{
rect.y += 8;
SDL_RenderFillRect(renderer, &rect);
}
}
}
else
// Carga 2 - Color
{
sprite->render();
SDL_Rect rect = {0, 0, 8, 8};
for (int i = 0; i < loadCounter; i++)
{
rect.x = (i * 8) % 256;
rect.y = (i / 32) * 8;
sprite2->setPos(rect);
sprite2->setSpriteClip(rect);
sprite2->render();
}
}
}
// Actualiza las variables
void Intro::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba el manejador de eventos
checkEventHandler();
// Gestiona el contador interno
updateCounter();
// Gestiona el contador de carga
updateLoad();
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
JA_StopMusic();
}
}
}
// Dibuja en pantalla
void Intro::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Dibuja la pantalla de carga
renderLoad();
// text->write(0, 0, std::to_string(loadCounter));
// text->write(0, 8, std::to_string(loadCounter));
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para el logo del juego
section_t Intro::run()
{
// Inicia el sonido de carga
JA_PlayMusic(loadingSound1);
while (section.name == SECTION_PROG_INTRO)
{
update();
render();
}
return section;
}