Files
jaildoctors_dilemma/source/credits.cpp

366 lines
11 KiB
C++

#include "credits.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min
#include <iostream> // Para char_traits, basic_ostream, operator<<
#include "animatedsprite.h" // Para AnimatedSprite
#include "const.h" // Para GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "asset.h"
#include "options.h"
class Asset;
// Constructor
Credits::Credits(Resource *resource)
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
resource_(resource),
asset_(Asset::get()),
input_(Input::get())
{
// Reserva memoria para los punteros
event_handler_ = new SDL_Event();
text_ = new Text(resource_->getOffset("smb2.txt"), resource_->getTexture("smb2.png"), renderer_);
sprite_ = new AnimatedSprite(renderer_, resource_->getAnimation("shine.ani"));
// Inicializa variables
options.section.name = SECTION_CREDITS;
options.section.subsection = 0;
sprite_->setRect({194, 174, 8, 8});
// Cambia el color del borde
screen_->setBorderColor(stringToColor(options.palette, "black"));
// Crea la textura para el texto que se escribe en pantalla
text_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (text_texture_ == nullptr)
{
if (options.console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto
cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (cover_texture_ == nullptr)
{
if (options.console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
// Escribe el texto en la textura
fillTexture();
}
// Destructor
Credits::~Credits()
{
delete event_handler_;
delete text_;
delete sprite_;
SDL_DestroyTexture(text_texture_);
SDL_DestroyTexture(cover_texture_);
}
// Comprueba el manejador de eventos
void Credits::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(event_handler_) != 0)
{
// Evento de salida de la aplicación
if (event_handler_->type == SDL_QUIT)
{
options.section.name = SECTION_QUIT;
break;
}
}
}
// Comprueba las entradas
void Credits::checkInput()
{
if (input_->checkInput(input_exit, REPEAT_FALSE))
{
options.section.name = SECTION_QUIT;
}
else if (input_->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen_->toggleBorder();
}
else if (input_->checkInput(input_toggle_videomode, REPEAT_FALSE))
{
screen_->toggleVideoMode();
}
else if (input_->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen_->decWindowSize();
}
else if (input_->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen_->incWindowSize();
}
else if (input_->checkInput(input_toggle_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input_->checkInput(input_pause, REPEAT_FALSE) || input_->checkInput(input_accept, REPEAT_FALSE) || input_->checkInput(input_jump, REPEAT_FALSE))
{
options.section.name = SECTION_TITLE;
options.section.subsection = 0;
}
}
// Inicializa los textos
void Credits::iniTexts()
{
std::string keys = "";
if (options.keys == ctrl_cursor)
{
keys = "CURSORS";
}
else if (options.keys == ctrl_opqa)
{
keys = "O,P AND Q";
}
else
{
keys = "A,D AND W";
}
#ifndef GAME_CONSOLE
texts_.clear();
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"INSTRUCTIONS:", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.palette, "white")});
texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.palette, "white")});
texts_.push_back({"JAIL TO FINISH THEM", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"KEYS:", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor(options.palette, "white")});
texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor(options.palette, "white")});
texts_.push_back({"H TO PAUSE THE GAME", stringToColor(options.palette, "white")});
texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options.palette, "white")});
texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options.palette, "white")});
texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.palette, "yellow")});
texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"I LOVE JAILGAMES! ", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
#else
texts.clear();
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.palette, "white")});
texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.palette, "white")});
texts.push_back({"JAIL TO FINISH THEM", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"KEYS:", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"B TO JUMP", stringToColor(options.palette, "white")});
texts.push_back({"R TO SWITCH THE MUSIC", stringToColor(options.palette, "white")});
texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor(options.palette, "white")});
texts.push_back({"START TO PAUSE", stringToColor(options.palette, "white")});
texts.push_back({"SELECT TO EXIT", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.palette, "yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options.palette, "white")});
#endif
}
// Escribe el texto en la textura
void Credits::fillTexture()
{
// Inicializa los textos
iniTexts();
// Rellena la textura de texto
SDL_SetRenderTarget(renderer_, text_texture_);
color_t c = stringToColor(options.palette, "black");
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer_);
// Escribe el texto en la textura
const int size = text_->getCharacterSize();
int i = 0;
for (auto t : texts_)
{
text_->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++;
}
// Escribe el corazón
const int textLenght = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text_->writeColored(posX, 176, "}", stringToColor(options.palette, "bright_red"));
// Recoloca el sprite del brillo
sprite_->setPosX(posX + 2);
SDL_SetRenderTarget(renderer_, nullptr);
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(renderer_, cover_texture_);
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer_);
// Los primeros 8 pixels crea una malla
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 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, 5);
SDL_RenderDrawPoint(renderer_, i + 1, 7);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, 256, 192};
SDL_RenderFillRect(renderer_, &rect);
SDL_SetRenderTarget(renderer_, nullptr);
}
// Actualiza el contador
void Credits::updateCounter()
{
// Incrementa el contador
if (counter_enabled_)
{
counter_++;
if (counter_ == 224 || counter_ == 544 || counter_ == 672)
{
counter_enabled_ = false;
}
}
else
{
sub_counter_++;
if (sub_counter_ == 100)
{
counter_enabled_ = true;
sub_counter_ = 0;
}
}
// Comprueba si ha terminado la sección
if (counter_ > 1200)
{
options.section.name = SECTION_DEMO;
}
}
// Actualiza las variables
void Credits::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks_ > ticks_speed_)
{
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
// Actualiza el contador
updateCounter();
// Actualiza las notificaciones
screen_->updateNotifier();
// Actualiza el sprite con el brillo
if (counter_ > 770)
{
sprite_->update();
}
}
}
// Dibuja en pantalla
void Credits::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen_->start();
// Limpia la pantalla
screen_->clean();
if (counter_ < 1150)
{
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer_, text_texture_, nullptr, nullptr);
// Dibuja la textura que cubre el texto
const int offset = std::min(counter_ / 8, 192 / 2);
SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
// Dibuja el sprite con el brillo
sprite_->render();
}
// Vuelca el contenido del renderizador en pantalla
screen_->render();
}
// Bucle para el logo del juego
void Credits::run()
{
while (options.section.name == SECTION_CREDITS)
{
update();
checkEvents();
render();
}
}
// Cambia la paleta
void Credits::switchPalette()
{
options.palette = options.palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
fillTexture();
}