215 lines
6.0 KiB
C++
215 lines
6.0 KiB
C++
#include "credits.h"
|
|
|
|
// Constructor
|
|
Credits::Credits(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();
|
|
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
|
|
|
// Inicializa variables
|
|
counter = 0;
|
|
section.name = SECTION_PROG_CREDITS;
|
|
section.subsection = 0;
|
|
ticks = 0;
|
|
ticksSpeed = 15;
|
|
|
|
// Cambia el color del borde
|
|
screen->setBorderColor(stringToColor("black"));
|
|
|
|
// Inicializa los textos
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor("white")});
|
|
texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor("white")});
|
|
texts.push_back({"FINISH THEM", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"KEYS:", stringToColor("yellow")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor("white")});
|
|
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor("white")});
|
|
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor("white")});
|
|
texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor("white")});
|
|
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor("white")});
|
|
texts.push_back({"ESC TO EXIT GAME", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
|
|
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
texts.push_back({"LOVE JAILGAMES!}", stringToColor("white")});
|
|
texts.push_back({"", stringToColor("white")});
|
|
|
|
// Crea la textura para el texto que se escribe en pantalla
|
|
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
|
if (textTexture == nullptr)
|
|
{
|
|
printf("Error: textTexture could not be created!\nSDL Error: %s\n", SDL_GetError());
|
|
}
|
|
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
|
|
|
|
// Crea la textura para cubrir el rexto
|
|
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
|
if (coverTexture == nullptr)
|
|
{
|
|
printf("Error: coverTexture could not be created!\nSDL Error: %s\n", SDL_GetError());
|
|
}
|
|
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
|
|
|
|
// Escribe el texto en la textura
|
|
fillTexture();
|
|
}
|
|
|
|
// Destructor
|
|
Credits::~Credits()
|
|
{
|
|
delete eventHandler;
|
|
delete text;
|
|
SDL_DestroyTexture(textTexture);
|
|
SDL_DestroyTexture(coverTexture);
|
|
}
|
|
|
|
// Comprueba el manejador de eventos
|
|
void Credits::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;
|
|
}
|
|
|
|
// Comprueba si se ha pulsado alguna tecla
|
|
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
|
|
{
|
|
switch (eventHandler->key.keysym.scancode)
|
|
{
|
|
case SDL_SCANCODE_ESCAPE:
|
|
section.name = SECTION_PROG_QUIT;
|
|
break;
|
|
|
|
case SDL_SCANCODE_RETURN:
|
|
section.name = SECTION_PROG_TITLE;
|
|
section.subsection = 0;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Escribe el texto en la textura
|
|
void Credits::fillTexture()
|
|
{
|
|
// Rellena la textura de texto
|
|
SDL_SetRenderTarget(renderer, textTexture);
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
|
SDL_RenderClear(renderer);
|
|
|
|
// Escribe el texto en la textura
|
|
const int size = text->getCharacterSize();
|
|
int i = 0;
|
|
|
|
for (auto t : texts)
|
|
{
|
|
text->writeColored(0, i * size, t.label, t.color);
|
|
i++;
|
|
}
|
|
|
|
SDL_SetRenderTarget(renderer, nullptr);
|
|
|
|
// Rellena la textura que cubre el texto
|
|
SDL_SetRenderTarget(renderer, coverTexture);
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
|
SDL_RenderClear(renderer);
|
|
|
|
// Los primeros 8 pixels crea una malla
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
|
for (int i = 0; i < 256; i += 2)
|
|
{
|
|
SDL_RenderDrawPoint(renderer, i, 0);
|
|
SDL_RenderDrawPoint(renderer, i, 2);
|
|
SDL_RenderDrawPoint(renderer, i, 4);
|
|
SDL_RenderDrawPoint(renderer, i, 6);
|
|
|
|
SDL_RenderDrawPoint(renderer, i + 1, 1);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 3);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 5);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 7);
|
|
}
|
|
|
|
// El resto se rellena de color
|
|
SDL_Rect rect = {0, 8, 256, 192};
|
|
SDL_RenderFillRect(renderer, &rect);
|
|
|
|
SDL_SetRenderTarget(renderer, nullptr);
|
|
}
|
|
|
|
// Actualiza las variables
|
|
void Credits::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();
|
|
|
|
// Incrementa el contador
|
|
counter++;
|
|
|
|
// Comprueba si ha terminado la sección
|
|
if (counter > 1000)
|
|
{
|
|
section.name = SECTION_PROG_DEMO;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Dibuja en pantalla
|
|
void Credits::render()
|
|
{
|
|
// Prepara para empezar a dibujar en la textura de juego
|
|
screen->start();
|
|
|
|
// Limpia la pantalla
|
|
screen->clean();
|
|
|
|
// Dibuja la textura con el texto en pantalla
|
|
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
|
|
|
|
// Dibuja la textura que cubre el texto
|
|
const int offset = std::min(counter / 8, 192 / 2);
|
|
SDL_Rect rect = {0, offset * 2, 256, 192};
|
|
SDL_RenderCopy(renderer, coverTexture, nullptr, &rect);
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
screen->blit();
|
|
}
|
|
|
|
// Bucle para el logo del juego
|
|
section_t Credits::run()
|
|
{
|
|
while (section.name == SECTION_PROG_CREDITS)
|
|
{
|
|
update();
|
|
render();
|
|
}
|
|
|
|
return section;
|
|
} |