278 lines
10 KiB
C++
278 lines
10 KiB
C++
#include "game/scenes/credits.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para min
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/input/global_inputs.hpp" // Para check
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#include "core/input/input.hpp" // Para Input
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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_animated_sprite.hpp" // Para SAnimatedSprite
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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 "core/system/global_events.hpp" // Para check
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#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "utils/defines.hpp" // Para GAME_SPEED, PLAY_AREA_CENTER_X, PLAY_...
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#include "utils/delta_timer.hpp" // Para DeltaTimer
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#include "utils/utils.hpp" // Para PaletteColor
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// Constructor
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Credits::Credits()
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: text_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)),
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cover_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)),
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shining_sprite_(std::make_shared<SurfaceAnimatedSprite>(Resource::get()->getAnimations("shine.ani"))),
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delta_timer_(std::make_unique<DeltaTimer>()) {
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// Configura la escena
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SceneManager::current = SceneManager::Scene::CREDITS;
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SceneManager::options = SceneManager::Options::NONE;
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shining_sprite_->setPos({194, 174, 8, 8});
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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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// Escribe el texto en la textura
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fillTexture();
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}
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// Comprueba el manejador de eventos
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void Credits::handleEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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GlobalEvents::handle(event);
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}
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}
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// Comprueba las entradas
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void Credits::handleInput() {
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Input::get()->update();
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GlobalInputs::handle();
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}
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// Inicializa los textos
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void Credits::iniTexts() {
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std::string keys = "CURSORS";
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/*
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switch (Options::keys) {
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case Options::ControlScheme::CURSOR:
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keys = "CURSORS";
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break;
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case Options::ControlScheme::OPQA:
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keys = "O,P AND Q";
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break;
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case Options::ControlScheme::WASD:
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keys = "A,D AND W";
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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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texts_.clear();
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"INSTRUCTIONS:", static_cast<Uint8>(PaletteColor::YELLOW)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"HELP JAILDOC TO GET BACK ALL", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"HIS PROJECTS AND GO TO THE", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"JAIL TO FINISH THEM", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"KEYS:", static_cast<Uint8>(PaletteColor::YELLOW)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({keys + " TO MOVE AND JUMP", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"M TO SWITCH THE MUSIC", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"H TO PAUSE THE GAME", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"A GAME BY JAILDESIGNER", static_cast<Uint8>(PaletteColor::YELLOW)});
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texts_.push_back({"MADE ON SUMMER/FALL 2022", static_cast<Uint8>(PaletteColor::YELLOW)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"I LOVE JAILGAMES! ", static_cast<Uint8>(PaletteColor::WHITE)});
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texts_.push_back({"", static_cast<Uint8>(PaletteColor::WHITE)});
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}
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// Escribe el texto en la textura
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void Credits::fillTexture() {
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// Inicializa los textos
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iniTexts();
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// Rellena la textura de texto
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(text_surface_);
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text_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
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auto text = Resource::get()->getText("smb2");
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// Escribe el texto en la textura
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const int SIZE = text->getCharacterSize();
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int pos_y = 0;
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for (const auto& t : texts_) {
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text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color);
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pos_y++;
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}
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// Escribe el corazón
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const int TEXT_LENGHT = text->lenght(texts_[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
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const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT;
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text->writeColored(POS_X, 176, "}", static_cast<Uint8>(PaletteColor::BRIGHT_RED));
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Screen::get()->setRendererSurface(previuos_renderer);
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// Recoloca el sprite del brillo
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shining_sprite_->setPosX(POS_X + 2);
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// Rellena la textura que cubre el texto con color transparente
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cover_surface_->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
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// Los primeros 8 pixels crea una malla
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auto color = static_cast<Uint8>(PaletteColor::BLACK);
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for (int i = 0; i < 256; i += 2) {
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cover_surface_->putPixel(i, 0, color);
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cover_surface_->putPixel(i, 2, color);
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cover_surface_->putPixel(i, 4, color);
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cover_surface_->putPixel(i, 6, color);
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cover_surface_->putPixel(i + 1, 5, color);
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cover_surface_->putPixel(i + 1, 7, color);
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}
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// El resto se rellena de color sólido
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SDL_FRect rect = {0, 8, 256, 192};
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cover_surface_->fillRect(&rect, color);
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}
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// Actualiza las variables
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void Credits::update() {
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const float DELTA_TIME = delta_timer_->tick();
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total_time_ += DELTA_TIME; // Actualiza el tiempo total
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handleEvents(); // Comprueba los eventos
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handleInput(); // Comprueba las entradas
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updateState(DELTA_TIME); // Actualiza la máquina de estados
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// Actualiza el sprite con el brillo si está después del tiempo de inicio
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if (reveal_time_ > SHINE_START_TIME) {
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shining_sprite_->update(DELTA_TIME);
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}
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Audio::update(); // Actualiza el objeto Audio
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Screen::get()->update(DELTA_TIME); // Actualiza el objeto Screen
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}
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// Transición entre estados
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void Credits::transitionToState(State new_state) {
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state_ = new_state;
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state_time_ = 0.0F;
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}
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// Actualiza la máquina de estados
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void Credits::updateState(float delta_time) {
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state_time_ += delta_time;
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switch (state_) {
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case State::REVEALING_TEXT:
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reveal_time_ += delta_time; // Incrementa reveal_time durante revelación
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if (state_time_ >= REVEAL_PHASE_1_DURATION) {
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transitionToState(State::PAUSE_1);
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}
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break;
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case State::PAUSE_1:
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// reveal_time_ NO incrementa durante pausa (se congela)
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if (state_time_ >= PAUSE_DURATION) {
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transitionToState(State::REVEALING_TEXT_2);
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}
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break;
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case State::REVEALING_TEXT_2:
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reveal_time_ += delta_time; // Incrementa reveal_time durante revelación
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if (state_time_ >= REVEAL_PHASE_2_DURATION) {
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transitionToState(State::PAUSE_2);
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}
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break;
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case State::PAUSE_2:
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// reveal_time_ NO incrementa durante pausa (se congela)
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if (state_time_ >= PAUSE_DURATION) {
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transitionToState(State::REVEALING_TEXT_3);
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}
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break;
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case State::REVEALING_TEXT_3:
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reveal_time_ += delta_time; // Incrementa reveal_time durante revelación
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if (state_time_ >= REVEAL_PHASE_3_DURATION) {
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transitionToState(State::PAUSE_3);
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}
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break;
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case State::PAUSE_3:
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// reveal_time_ NO incrementa durante pausa (se congela)
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if (state_time_ >= PAUSE_DURATION) {
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transitionToState(State::DISPLAYING_WITH_SHINE);
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}
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break;
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case State::DISPLAYING_WITH_SHINE:
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reveal_time_ += delta_time; // Incrementa reveal_time durante revelación
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if (state_time_ >= DISPLAY_WITH_SHINE_DURATION) {
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transitionToState(State::FADING_OUT);
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}
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break;
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case State::FADING_OUT:
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reveal_time_ += delta_time; // Incrementa reveal_time durante fade
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if (state_time_ >= FADE_OUT_DURATION) {
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transitionToState(State::EXITING);
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}
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break;
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case State::EXITING:
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SceneManager::current = SceneManager::Scene::DEMO;
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break;
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}
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}
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// Dibuja en pantalla
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void Credits::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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// Limpia la pantalla
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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if (state_ != State::EXITING) {
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// Dibuja la textura con el texto en pantalla
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text_surface_->render(0, 0);
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// Dibuja la textura que cubre el texto
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// OFFSET basado en reveal_time_ (que se congela durante pausas, como counter_ original)
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const float OFFSET = std::min(reveal_time_ * REVEAL_SPEED / 8.0F, 192.0F / 2.0F);
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SDL_FRect src_rect = {0.0F, 0.0F, 256.0F, 192.0F - (OFFSET * 2.0F)};
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cover_surface_->render(0, static_cast<int>(OFFSET * 2.0F), &src_rect);
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// Dibuja el sprite con el brillo
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shining_sprite_->render(1, static_cast<Uint8>(PaletteColor::BRIGHT_WHITE));
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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 Credits::run() {
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while (SceneManager::current == SceneManager::Scene::CREDITS) {
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update();
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render();
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}
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} |