Files
jaildoctors_dilemma/source/game/scenes/ending.cpp
2025-11-12 13:47:19 +01:00

577 lines
20 KiB
C++

#include "game/scenes/ending.hpp"
#include <SDL3/SDL.h>
#include <algorithm> // Para min
#include "core/audio/audio.hpp" // Para Audio
#include "core/input/global_inputs.hpp" // Para check
#include "core/input/input.hpp" // Para Input
#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_STROKE
#include "core/resources/resource_cache.hpp" // Para Resource
#include "core/system/global_events.hpp" // Para check
#include "game/options.hpp" // Para Options, options, OptionsGame, SectionS...
#include "game/scene_manager.hpp" // Para SceneManager
#include "utils/defines.hpp" // Para GAME_SPEED
#include "utils/delta_timer.hpp" // Para DeltaTimer
#include "utils/utils.hpp" // Para PaletteColor
// Constructor
Ending::Ending()
: delta_timer_(std::make_unique<DeltaTimer>()) {
SceneManager::current = SceneManager::Scene::ENDING;
SceneManager::options = SceneManager::Options::NONE;
// Inicializa los textos
iniTexts();
// Inicializa las imagenes
iniPics();
// Inicializa las escenas
iniScenes();
// Cambia el color del borde
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la textura para cubrir el texto
cover_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height + 8);
// Rellena la textura para la cortinilla
fillCoverTexture();
}
// Actualiza el objeto
void Ending::update() {
const float DELTA_TIME = delta_timer_->tick();
total_time_ += DELTA_TIME; // Actualiza el tiempo total
handleEvents(); // Comprueba los eventos
handleInput(); // Comprueba las entradas
updateState(DELTA_TIME); // Actualiza la máquina de estados
updateSpriteCovers(); // Actualiza las cortinillas de los elementos
Audio::update(); // Actualiza el objeto Audio
Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen
}
// Dibuja el final en pantalla
void Ending::render() {
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
// Skip rendering durante WARMING_UP
if (state_ != State::WARMING_UP) {
// Dibuja las imagenes de la escena
sprite_pics_.at(current_scene_).image_sprite->render();
sprite_pics_.at(current_scene_).cover_sprite->render();
// Dibuja los textos de la escena
for (const auto& ti : scenes_.at(current_scene_).text_index) {
// Convertir trigger de frames a segundos @ 60fps
const float TRIGGER_TIME = static_cast<float>(ti.trigger) / 60.0F;
if (state_time_ > TRIGGER_TIME) {
sprite_texts_.at(ti.index).image_sprite->render();
sprite_texts_.at(ti.index).cover_sprite->render();
}
}
// Dibuja la cortinilla de cambio de escena
renderCoverTexture();
}
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Comprueba el manejador de eventos
void Ending::handleEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
GlobalEvents::handle(event);
}
}
// Comprueba las entradas
void Ending::handleInput() {
Input::get()->update();
GlobalInputs::handle();
}
// Transición entre estados
void Ending::transitionToState(State new_state) {
state_ = new_state;
state_time_ = 0.0F;
// Al cambiar a una escena, resetear fadeout_time_
if (new_state != State::WARMING_UP && new_state != State::ENDING) {
fadeout_time_ = 0.0F;
}
}
// Actualiza la máquina de estados
void Ending::updateState(float delta_time) {
state_time_ += delta_time;
switch (state_) {
case State::WARMING_UP:
if (state_time_ >= WARMUP_DURATION) {
transitionToState(State::SCENE_0);
current_scene_ = 0;
}
break;
case State::SCENE_0:
checkChangeScene();
// Actualizar fadeout_time_ si estamos cerca del final
if (state_time_ >= SCENE_0_DURATION - FADEOUT_START_OFFSET) {
fadeout_time_ += delta_time;
}
break;
case State::SCENE_1:
checkChangeScene();
if (state_time_ >= SCENE_1_DURATION - FADEOUT_START_OFFSET) {
fadeout_time_ += delta_time;
}
break;
case State::SCENE_2:
checkChangeScene();
if (state_time_ >= SCENE_2_DURATION - FADEOUT_START_OFFSET) {
fadeout_time_ += delta_time;
}
break;
case State::SCENE_3:
checkChangeScene();
if (state_time_ >= SCENE_3_DURATION - FADEOUT_START_OFFSET) {
fadeout_time_ += delta_time;
}
break;
case State::SCENE_4:
checkChangeScene();
if (state_time_ >= SCENE_4_DURATION - FADEOUT_START_OFFSET) {
fadeout_time_ += delta_time;
}
break;
case State::ENDING:
// Transición a ENDING2
break;
}
}
// Inicializa los textos
void Ending::iniTexts() {
// Vector con los textos
std::vector<TextAndPosition> texts;
// Escena #0
texts.push_back({"HE FINALLY MANAGED", 32});
texts.push_back({"TO GET TO THE JAIL", 42});
texts.push_back({"WITH ALL HIS PROJECTS", 142});
texts.push_back({"READY TO BE FREED", 152});
// Escena #1
texts.push_back({"ALL THE JAILERS WERE THERE", 1});
texts.push_back({"WAITING FOR THE JAILGAMES", 11});
texts.push_back({"TO BE RELEASED", 21});
texts.push_back({"THERE WERE EVEN BARRULLS AND", 161});
texts.push_back({"BEGINNERS AMONG THE CROWD", 171});
texts.push_back({"BRY WAS CRYING...", 181});
// Escena #2
texts.push_back({"BUT SUDDENLY SOMETHING", 19});
texts.push_back({"CAUGHT HIS ATTENTION", 29});
// Escena #3
texts.push_back({"A PILE OF JUNK!", 36});
texts.push_back({"FULL OF NON WORKING TRASH!!", 46});
// Escena #4
texts.push_back({"AND THEN,", 36});
texts.push_back({"FOURTY NEW PROJECTS", 46});
texts.push_back({"WERE BORN...", 158});
// Crea los sprites
sprite_texts_.clear();
for (const auto& txt : texts) {
auto text = Resource::Cache::get()->getText("smb2");
const float WIDTH = text->length(txt.caption, 1) + 2 + 2;
const float HEIGHT = text->getCharacterSize() + 2 + 2;
auto text_color = static_cast<Uint8>(PaletteColor::WHITE);
auto shadow_color = static_cast<Uint8>(PaletteColor::BLACK);
EndingSurface st;
// Crea la textura
st.image_surface = std::make_shared<Surface>(WIDTH, HEIGHT);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(st.image_surface);
text->writeDX(Text::STROKE_FLAG, 2, 2, txt.caption, 1, text_color, 2, shadow_color);
// Crea el sprite
st.image_sprite = std::make_shared<SurfaceSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite->setPosition((Options::game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
Screen::get()->setRendererSurface(st.cover_surface);
// Rellena la cover_surface con color transparente
st.cover_surface->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
// Crea una malla de 8 pixels de alto
auto surface = Screen::get()->getRendererSurface();
auto color = static_cast<Uint8>(PaletteColor::BLACK);
for (int i = 0; i < WIDTH; i += 2) {
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
surface->fillRect(&rect, color);
// Crea el sprite
st.cover_sprite = std::make_shared<SurfaceSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
st.cover_sprite->setPosition((Options::game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
// Inicializa variables
st.cover_clip_desp = 8;
st.cover_clip_height = HEIGHT;
sprite_texts_.push_back(st);
Screen::get()->setRendererSurface(previuos_renderer);
}
}
// Inicializa las imagenes
void Ending::iniPics() {
// Vector con las rutas y la posición
std::vector<TextAndPosition> pics;
pics.push_back({"ending1.gif", 48});
pics.push_back({"ending2.gif", 26});
pics.push_back({"ending3.gif", 29});
pics.push_back({"ending4.gif", 63});
pics.push_back({"ending5.gif", 53});
// Crea los sprites
sprite_pics_.clear();
for (const auto& pic : pics) {
EndingSurface sp;
// Crea la texture
sp.image_surface = Resource::Cache::get()->getSurface(pic.caption);
sp.image_surface->setTransparentColor();
const float WIDTH = sp.image_surface->getWidth();
const float HEIGHT = sp.image_surface->getHeight();
// Crea el sprite
sp.image_sprite = std::make_shared<SurfaceSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition((Options::game.width - WIDTH) / 2, pic.pos);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(sp.cover_surface);
// Rellena la cover_surface con color transparente
sp.cover_surface->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
// Crea una malla en los primeros 8 pixels
auto surface = Screen::get()->getRendererSurface();
auto color = static_cast<Uint8>(PaletteColor::BLACK);
for (int i = 0; i < WIDTH; i += 2) {
surface->putPixel(i, 0, color);
surface->putPixel(i, 2, color);
surface->putPixel(i, 4, color);
surface->putPixel(i, 6, color);
surface->putPixel(i + 1, 5, color);
surface->putPixel(i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_FRect rect = {0.0F, 8.0F, WIDTH, HEIGHT};
surface->fillRect(&rect, color);
// Crea el sprite
sp.cover_sprite = std::make_shared<SurfaceSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
sp.cover_sprite->setPosition((Options::game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
// Inicializa variables
sp.cover_clip_desp = 8;
sp.cover_clip_height = HEIGHT;
sprite_pics_.push_back(sp);
Screen::get()->setRendererSurface(previuos_renderer);
}
}
// Inicializa las escenas
void Ending::iniScenes() {
// Variable para los tiempos
int trigger;
constexpr int LAPSE = 80;
// Crea el contenedor
SceneData sc;
// Inicializa el vector
scenes_.clear();
// Crea la escena #0
sc.counter_end = 1000;
sc.picture_index = 0;
sc.text_index.clear();
trigger = 85 * 2;
trigger += LAPSE;
sc.text_index.push_back({0, trigger});
trigger += LAPSE;
sc.text_index.push_back({1, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({2, trigger});
trigger += LAPSE;
sc.text_index.push_back({3, trigger});
scenes_.push_back(sc);
// Crea la escena #1
sc.counter_end = 1400;
sc.picture_index = 1;
sc.text_index.clear();
trigger = 140 * 2;
trigger += LAPSE;
sc.text_index.push_back({4, trigger});
trigger += LAPSE;
sc.text_index.push_back({5, trigger});
trigger += LAPSE;
sc.text_index.push_back({6, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({7, trigger});
trigger += LAPSE;
sc.text_index.push_back({8, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({9, trigger});
scenes_.push_back(sc);
// Crea la escena #2
sc.counter_end = 1000;
sc.picture_index = 2;
sc.text_index.clear();
trigger = 148 / 2;
trigger += LAPSE;
sc.text_index.push_back({10, trigger});
trigger += LAPSE;
sc.text_index.push_back({11, trigger});
scenes_.push_back(sc);
// Crea la escena #3
sc.counter_end = 800;
sc.picture_index = 3;
sc.text_index.clear();
trigger = 87 / 2;
trigger += LAPSE;
sc.text_index.push_back({12, trigger});
trigger += LAPSE / 2;
sc.text_index.push_back({13, trigger});
scenes_.push_back(sc);
// Crea la escena #4
sc.counter_end = 1000;
sc.picture_index = 4;
sc.text_index.clear();
trigger = 91 * 2;
trigger += LAPSE;
sc.text_index.push_back({14, trigger});
trigger += LAPSE * 2;
sc.text_index.push_back({15, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({16, trigger});
scenes_.push_back(sc);
}
// Bucle principal
void Ending::run() {
Audio::get()->playMusic("ending1.ogg");
while (SceneManager::current == SceneManager::Scene::ENDING) {
update();
render();
}
Audio::get()->stopMusic();
}
// Actualiza las cortinillas de los elementos
void Ending::updateSpriteCovers() {
// Skip durante WARMING_UP
if (state_ == State::WARMING_UP) {
return;
}
// Actualiza la cortinilla de los textos
for (const auto& ti : scenes_.at(current_scene_).text_index) {
// Convertir trigger de frames a segundos @ 60fps
const float TRIGGER_TIME = static_cast<float>(ti.trigger) / 60.0F;
if (state_time_ > TRIGGER_TIME) {
// Tiempo transcurrido desde que se activó el trigger
const float TIME_SINCE_TRIGGER = state_time_ - TRIGGER_TIME;
// Píxeles revelados: tiempo * velocidad
const float PIXELS_REVEALED = TIME_SINCE_TRIGGER * TEXT_REVEAL_SPEED;
// Obtener altura inicial de la superficie
const float INITIAL_HEIGHT = sprite_texts_.at(ti.index).image_surface->getHeight();
const float Y_INITIAL = sprite_texts_.at(ti.index).image_sprite->getY();
// Fase 1: Revelar malla decorativa (8 píxeles)
if (PIXELS_REVEALED < 8.0F) {
sprite_texts_.at(ti.index).cover_clip_desp = static_cast<int>(8.0F - PIXELS_REVEALED);
sprite_texts_.at(ti.index).cover_clip_height = static_cast<int>(INITIAL_HEIGHT);
sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL);
}
// Fase 2: Revelar contenido
else {
sprite_texts_.at(ti.index).cover_clip_desp = 0;
const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F;
sprite_texts_.at(ti.index).cover_clip_height = std::max(0, static_cast<int>(INITIAL_HEIGHT - CONTENT_PIXELS));
sprite_texts_.at(ti.index).cover_sprite->setY(Y_INITIAL + static_cast<int>(CONTENT_PIXELS));
}
sprite_texts_.at(ti.index).cover_sprite->setClip(
0,
sprite_texts_.at(ti.index).cover_clip_desp,
sprite_texts_.at(ti.index).cover_sprite->getWidth(),
sprite_texts_.at(ti.index).cover_clip_height);
}
}
// Actualiza la cortinilla de las imágenes (revelación continua desde el inicio de la escena)
const float PIXELS_REVEALED = state_time_ * IMAGE_REVEAL_SPEED;
const float INITIAL_HEIGHT = sprite_pics_.at(current_scene_).image_surface->getHeight();
const float Y_INITIAL = sprite_pics_.at(current_scene_).image_sprite->getY();
// Fase 1: Revelar malla decorativa (8 píxeles)
if (PIXELS_REVEALED < 8.0F) {
sprite_pics_.at(current_scene_).cover_clip_desp = static_cast<int>(8.0F - PIXELS_REVEALED);
sprite_pics_.at(current_scene_).cover_clip_height = static_cast<int>(INITIAL_HEIGHT);
sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL);
}
// Fase 2: Revelar contenido
else {
sprite_pics_.at(current_scene_).cover_clip_desp = 0;
const float CONTENT_PIXELS = PIXELS_REVEALED - 8.0F;
sprite_pics_.at(current_scene_).cover_clip_height = std::max(0, static_cast<int>(INITIAL_HEIGHT - CONTENT_PIXELS));
sprite_pics_.at(current_scene_).cover_sprite->setY(Y_INITIAL + static_cast<int>(CONTENT_PIXELS));
}
sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height);
}
// Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene() {
// Obtener duración de la escena actual
float current_duration = 0.0F;
State next_state = State::ENDING;
switch (state_) {
case State::SCENE_0:
current_duration = SCENE_0_DURATION;
next_state = State::SCENE_1;
break;
case State::SCENE_1:
current_duration = SCENE_1_DURATION;
next_state = State::SCENE_2;
break;
case State::SCENE_2:
current_duration = SCENE_2_DURATION;
next_state = State::SCENE_3;
break;
case State::SCENE_3:
current_duration = SCENE_3_DURATION;
next_state = State::SCENE_4;
break;
case State::SCENE_4:
current_duration = SCENE_4_DURATION;
next_state = State::ENDING;
break;
default:
return;
}
// Comprobar si ha pasado la duración de la escena
if (state_time_ >= current_duration) {
if (next_state == State::ENDING) {
// Termina el bucle
SceneManager::current = SceneManager::Scene::ENDING2;
} else {
// Transición a la siguiente escena
current_scene_++;
transitionToState(next_state);
}
}
}
// Rellena la textura para la cortinilla
void Ending::fillCoverTexture() {
// Rellena la textura que cubre el texto con color transparente
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(cover_surface_);
cover_surface_->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
// Los primeros 8 pixels crea una malla
const auto COLOR = static_cast<Uint8>(PaletteColor::BLACK);
auto surface = Screen::get()->getRendererSurface();
for (int i = 0; i < 256; i += 2) {
surface->putPixel(i + 0, Options::game.height + 0, COLOR);
surface->putPixel(i + 1, Options::game.height + 1, COLOR);
surface->putPixel(i + 0, Options::game.height + 2, COLOR);
surface->putPixel(i + 1, Options::game.height + 3, COLOR);
surface->putPixel(i, Options::game.height + 4, COLOR);
surface->putPixel(i, Options::game.height + 6, COLOR);
}
// El resto se rellena de color sólido
SDL_FRect rect = {0, 0, 256, Options::game.height};
surface->fillRect(&rect, COLOR);
Screen::get()->setRendererSurface(previuos_renderer);
}
// Dibuja la cortinilla de cambio de escena
void Ending::renderCoverTexture() {
if (fadeout_time_ > 0.0F) {
// Convertir fadeout_time_ a equivalente de cover_counter_ @ 60fps
const float FADEOUT_COUNTER = std::min(fadeout_time_ * 60.0F, 100.0F);
SDL_FRect src_rect = {0.0F, 200.0F - (FADEOUT_COUNTER * 2.0F), 256.0F, FADEOUT_COUNTER * 2.0F};
SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, FADEOUT_COUNTER * 2.0F};
cover_surface_->render(&src_rect, &dst_rect);
}
}