370 lines
15 KiB
C++
370 lines
15 KiB
C++
#include "game/scenes/title.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para clamp
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#include "core/input/global_inputs.hpp" // Para check
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#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT, REP...
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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/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
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#include "core/resources/resource.hpp" // Para Resource
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#include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement
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#include "game/options.hpp" // Para Options, options, SectionState, Section
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
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#include "core/system/global_events.hpp" // Para check
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#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
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// Constructor
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Title::Title()
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: title_logo_surface_(Resource::get()->getSurface("title_logo.gif")),
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title_logo_sprite_(std::make_shared<SurfaceSprite>(title_logo_surface_, 29, 9, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())),
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loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
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loading_screen_sprite_(std::make_shared<SurfaceSprite>(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())),
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bg_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)),
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delta_timer_(std::make_unique<DeltaTimer>()),
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marquee_text_(Resource::get()->getText("gauntlet")),
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first_active_letter_(0),
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last_active_letter_(0),
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state_time_(0.0F),
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fade_accumulator_(0.0F),
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current_delta_(0.0F) {
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// Inicializa variables
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state_ = SceneManager::options == SceneManager::Options::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
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SceneManager::current = SceneManager::Scene::TITLE;
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SceneManager::options = SceneManager::Options::NONE;
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initMarquee();
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// Crea y rellena la textura para mostrar los logros
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createCheevosTexture();
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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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// Rellena la textura de fondo con todos los gráficos
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fillSurface();
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// Inicia la musica
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playMusic("title.ogg");
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}
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// Inicializa la marquesina
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void Title::initMarquee() {
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letters_.clear();
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long_text_ = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
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// Pre-calcular anchos de caracteres para eficiencia
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for (size_t i = 0; i < long_text_.length(); ++i) {
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TitleLetter l;
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l.letter = long_text_[i]; // char directo, no substring
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l.x = MARQUEE_START_X; // Usar constante
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l.width = marquee_text_->lenght(std::string(1, long_text_[i])); // Pre-calcular ancho
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l.enabled = false;
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letters_.push_back(l);
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}
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letters_[0].enabled = true;
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first_active_letter_ = 0;
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last_active_letter_ = 0;
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}
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// Comprueba el manejador de eventos
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void Title::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::check(event);
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// Solo se comprueban estas teclas si no está activo el menu de logros
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if (event.type == SDL_EVENT_KEY_DOWN) {
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if (!show_cheevos_) {
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switch (event.key.key) {
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case SDLK_1:
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SceneManager::current = SceneManager::Scene::GAME;
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SceneManager::options = SceneManager::Options::NONE;
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break;
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case SDLK_2:
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show_cheevos_ = true;
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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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}
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// Comprueba las entradas
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void Title::checkInput() {
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if (show_cheevos_) {
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if (Input::get()->checkInput(InputAction::DOWN, INPUT_ALLOW_REPEAT)) {
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moveCheevosList(1, current_delta_);
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} else if (Input::get()->checkInput(InputAction::UP, INPUT_ALLOW_REPEAT)) {
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moveCheevosList(0, current_delta_);
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} else if (Input::get()->checkInput(InputAction::ACCEPT, INPUT_DO_NOT_ALLOW_REPEAT)) {
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hideCheevosList();
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}
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}
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if (Input::get()->checkInput(InputAction::ACCEPT, INPUT_DO_NOT_ALLOW_REPEAT)) {
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if (state_ == TitleState::SHOW_LOADING_SCREEN) {
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transitionToState(TitleState::FADE_LOADING_SCREEN);
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}
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}
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GlobalInputs::check();
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}
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// Actualiza la marquesina
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void Title::updateMarquee(float delta_time) {
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const float DISPLACEMENT = MARQUEE_SPEED * delta_time;
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// Solo procesar letras en rango activo + 1 para poder activar la siguiente
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for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) {
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auto& letter = letters_[i];
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if (letter.enabled) {
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letter.x -= DISPLACEMENT;
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// Desactivar si sale de pantalla
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if (letter.x < MARQUEE_EXIT_X) {
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letter.enabled = false;
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if (i == first_active_letter_) {
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first_active_letter_++; // Avanzar inicio del rango
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}
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}
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} else if (i > 0 && letters_[i - 1].x < MARQUEE_START_X && letters_[i - 1].enabled) {
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// Activar siguiente letra usando ancho pre-calculado
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letter.enabled = true;
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letter.x = letters_[i - 1].x + letters_[i - 1].width + MARQUEE_LETTER_SPACING;
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last_active_letter_ = i; // Expandir fin del rango
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}
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}
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// Comprueba si ha terminado la marquesina y la reinicia
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if (letters_[letters_.size() - 1].x < MARQUEE_EXIT_X) {
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initMarquee();
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}
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}
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// Dibuja la marquesina
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void Title::renderMarquee() {
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// Solo renderizar letras activas (optimización: usa cache y rangos)
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for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) {
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const auto& letter = letters_[i];
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if (letter.enabled) {
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marquee_text_->writeColored(
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static_cast<int>(letter.x), // Conversión explícita float→int
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static_cast<int>(MARQUEE_Y), // Usar constante
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std::string(1, letter.letter), // Convertir char a string
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static_cast<Uint8>(PaletteColor::BRIGHT_RED)
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);
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}
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}
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}
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// Actualiza las variables
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void Title::update() {
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// Obtener delta time
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current_delta_ = delta_timer_->tick();
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// Comprueba las entradas
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checkInput();
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// Actualiza la pantalla
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Screen::get()->update(current_delta_);
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// Actualiza el estado actual
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updateState(current_delta_);
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}
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// Actualiza el estado actual
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void Title::updateState(float delta_time) {
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state_time_ += delta_time;
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switch (state_) {
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case TitleState::SHOW_LOADING_SCREEN:
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if (state_time_ >= SHOW_LOADING_DURATION) {
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transitionToState(TitleState::FADE_LOADING_SCREEN);
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}
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break;
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case TitleState::FADE_LOADING_SCREEN:
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fade_accumulator_ += delta_time;
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if (fade_accumulator_ >= FADE_STEP_INTERVAL) {
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fade_accumulator_ = 0.0F;
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if (loading_screen_surface_->fadeSubPalette()) {
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transitionToState(TitleState::SHOW_MENU);
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}
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}
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break;
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case TitleState::SHOW_MENU:
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// Actualiza la marquesina
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updateMarquee(delta_time);
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// Si el tiempo alcanza el timeout, va a créditos
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if (state_time_ >= AUTO_CREDITS_TIMEOUT && !show_cheevos_) {
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SceneManager::current = SceneManager::Scene::CREDITS;
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SceneManager::options = SceneManager::Options::NONE;
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}
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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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// Transiciona a un nuevo estado
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void Title::transitionToState(TitleState new_state) {
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state_ = new_state;
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state_time_ = 0.0F;
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fade_accumulator_ = 0.0F;
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}
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// Dibuja en pantalla
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void Title::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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switch (state_) {
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case TitleState::SHOW_MENU:
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// Dibuja la textura de fondo
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bg_surface_->render(0, 0);
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// Dibuja la marquesina
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renderMarquee();
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// Dibuja la información de logros
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if (show_cheevos_) {
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cheevos_sprite_->render();
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}
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break;
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case TitleState::SHOW_LOADING_SCREEN:
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case TitleState::FADE_LOADING_SCREEN:
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loading_screen_sprite_->render();
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title_logo_sprite_->render();
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break;
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default:
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break;
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}
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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 Title::run() {
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while (SceneManager::current == SceneManager::Scene::TITLE) {
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update();
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checkEvents();
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render();
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}
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}
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// Desplaza la lista de logros
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void Title::moveCheevosList(int direction, float delta_time) {
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// Calcula el desplazamiento basado en tiempo
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const float DISPLACEMENT = CHEEVOS_SCROLL_SPEED * delta_time;
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// Modifica la posición de la ventana de vista
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cheevos_surface_view_.y = direction == 0
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? cheevos_surface_view_.y - DISPLACEMENT
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: cheevos_surface_view_.y + DISPLACEMENT;
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// Ajusta los limites
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const float BOTTOM = cheevos_surface_->getHeight() - cheevos_surface_view_.h;
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cheevos_surface_view_.y = std::clamp(cheevos_surface_view_.y, 0.0F, BOTTOM);
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cheevos_sprite_->setClip(cheevos_surface_view_);
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}
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// Rellena la textura de fondo con todos los gráficos
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void Title::fillSurface() {
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// Coloca el puntero del renderizador sobre la textura
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(bg_surface_);
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// Rellena la textura de color
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bg_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
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// Pinta el gráfico del titulo a partir del sprite
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title_logo_sprite_->render();
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// Escribe el texto en la textura
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auto text = Resource::get()->getText("smb2");
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const Uint8 COLOR = stringToColor("green");
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const int TEXT_SIZE = text->getCharacterSize();
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text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 11 * TEXT_SIZE, "1.PLAY", 1, COLOR);
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text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 13 * TEXT_SIZE, "2.ACHIEVEMENTS", 1, COLOR);
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text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * TEXT_SIZE, "3.REDEFINE KEYS", 1, COLOR);
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// Devuelve el puntero del renderizador a su sitio
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Crea y rellena la textura para mostrar los logros
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void Title::createCheevosTexture() {
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// Crea la textura con el listado de logros
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const auto CHEEVOS_LIST = Cheevos::get()->list();
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const auto TEXT = Resource::get()->getText("subatomic");
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constexpr int CHEEVOS_TEXTURE_WIDTH = 200;
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constexpr int CHEEVOS_TEXTURE_VIEW_HEIGHT = 110 - 8;
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constexpr int CHEEVOS_TEXTURE_POS_Y = 73;
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constexpr int CHEEVOS_PADDING = 10;
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const int CHEEVO_HEIGHT = CHEEVOS_PADDING + (TEXT->getCharacterSize() * 2) + 1;
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const int CHEEVOS_TEXTURE_HEIGHT = (CHEEVO_HEIGHT * CHEEVOS_LIST.size()) + 2 + TEXT->getCharacterSize() + 8;
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cheevos_surface_ = std::make_shared<Surface>(CHEEVOS_TEXTURE_WIDTH, CHEEVOS_TEXTURE_HEIGHT);
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// Prepara para dibujar sobre la textura
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(cheevos_surface_);
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// Rellena la textura con color sólido
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const auto CHEEVOS_BG_COLOR = static_cast<Uint8>(PaletteColor::BLACK);
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cheevos_surface_->clear(CHEEVOS_BG_COLOR);
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// Escribe la lista de logros en la textura
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const std::string CHEEVOS_OWNER = "ACHIEVEMENTS";
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const std::string CHEEVOS_LIST_CAPTION = CHEEVOS_OWNER + " (" + std::to_string(Cheevos::get()->getTotalUnlockedAchievements()) + " / " + std::to_string(Cheevos::get()->size()) + ")";
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int pos = 2;
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TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, cheevos_surface_->getWidth() / 2, pos, CHEEVOS_LIST_CAPTION, 1, stringToColor("bright_green"));
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pos += TEXT->getCharacterSize();
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const Uint8 CHEEVO_LOCKED_COLOR = stringToColor("white");
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const Uint8 CHEEVO_UNLOCKED_COLOR = stringToColor("bright_green");
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constexpr int LINE_X1 = (CHEEVOS_TEXTURE_WIDTH / 7) * 3;
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constexpr int LINE_X2 = LINE_X1 + ((CHEEVOS_TEXTURE_WIDTH / 7) * 1);
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for (const auto& cheevo : CHEEVOS_LIST) {
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const Uint8 CHEEVO_COLOR = cheevo.completed ? CHEEVO_UNLOCKED_COLOR : CHEEVO_LOCKED_COLOR;
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pos += CHEEVOS_PADDING;
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constexpr int HALF = CHEEVOS_PADDING / 2;
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cheevos_surface_->drawLine(LINE_X1, pos - HALF - 1, LINE_X2, pos - HALF - 1, CHEEVO_COLOR);
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TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.caption, 1, CHEEVO_COLOR);
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pos += TEXT->getCharacterSize() + 1;
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TEXT->writeDX(TEXT_CENTER | TEXT_COLOR, CHEEVOS_TEXTURE_WIDTH / 2, pos, cheevo.description, 1, CHEEVO_COLOR);
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pos += TEXT->getCharacterSize();
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}
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// Restablece el RenderSurface
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Screen::get()->setRendererSurface(previuos_renderer);
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// Crea el sprite para el listado de logros
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cheevos_sprite_ = std::make_shared<SurfaceSprite>(cheevos_surface_, (GAMECANVAS_WIDTH - cheevos_surface_->getWidth()) / 2, CHEEVOS_TEXTURE_POS_Y, cheevos_surface_->getWidth(), cheevos_surface_->getHeight());
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cheevos_surface_view_ = {.x = 0, .y = 0, .w = cheevos_surface_->getWidth(), .h = CHEEVOS_TEXTURE_VIEW_HEIGHT};
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cheevos_sprite_->setClip(cheevos_surface_view_);
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}
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// Oculta la lista de logros
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void Title::hideCheevosList() {
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show_cheevos_ = false;
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cheevos_surface_view_.y = 0;
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cheevos_sprite_->setClip(cheevos_surface_view_);
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} |