298 lines
8.6 KiB
C++
298 lines
8.6 KiB
C++
#include "credits.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "s_animated_sprite.h" // for SAnimatedSprite
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#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
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// Constructor
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Credits::Credits()
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: shining_sprite_(std::make_shared<SAnimatedSprite>(Resource::get()->getSurface("shine.gif"), Resource::get()->getAnimations("shine.ani")))
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{
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// Inicializa variables
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options.section.section = Section::CREDITS;
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options.section.subsection = Subsection::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(stringToColor("black"));
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// Crea la textura para el texto que se escribe en pantalla
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text_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
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// Crea la textura para cubrir el rexto
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cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
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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::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void Credits::checkInput()
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{
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globalInputs::check();
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}
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// Inicializa los textos
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void Credits::iniTexts()
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{
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#ifndef GAME_CONSOLE
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std::string keys = "";
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switch (options.keys)
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{
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case ControlScheme::CURSOR:
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keys = "CURSORS";
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break;
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case ControlScheme::OPQA:
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keys = "O,P AND Q";
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break;
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case 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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texts_.clear();
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")});
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texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")});
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texts_.push_back({"JAIL TO FINISH THEM", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"KEYS:", stringToColor("yellow")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor("white")});
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texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor("white")});
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texts_.push_back({"H TO PAUSE THE GAME", stringToColor("white")});
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texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor("white")});
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texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor("white")});
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texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
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texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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texts_.push_back({"I LOVE JAILGAMES! ", stringToColor("white")});
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texts_.push_back({"", stringToColor("white")});
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#else
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texts.clear();
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")});
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texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")});
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texts.push_back({"JAIL TO FINISH THEM", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"KEYS:", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"B TO JUMP", stringToColor("white")});
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texts.push_back({"R TO SWITCH THE MUSIC", stringToColor("white")});
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texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor("white")});
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texts.push_back({"START TO PAUSE", stringToColor("white")});
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texts.push_back({"SELECT TO EXIT", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
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texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"I LOVE JAILGAMES! ", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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#endif
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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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{
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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(stringToColor("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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{
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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, "}", stringToColor("bright_red"));
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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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text_surface_->clear(stringToColor("transparent"));
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// Los primeros 8 pixels crea una malla
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auto surface = Screen::get()->getRendererSurface();
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auto color = stringToColor("black");
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for (int i = 0; i < 256; i += 2)
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{
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surface->putPixel(i, 0, color);
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surface->putPixel(i, 2, color);
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surface->putPixel(i, 4, color);
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surface->putPixel(i, 6, color);
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surface->putPixel(i + 1, 5, color);
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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_Rect rect = {0, 8, 256, 192};
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surface->fillRect(&rect, color);
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for (int i = 0; i < 256; i += 2)
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{
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surface->putPixel(i, 0, color);
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surface->putPixel(i, 2, color);
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surface->putPixel(i, 4, color);
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surface->putPixel(i, 6, color);
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surface->putPixel(i + 1, 5, color);
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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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rect = {0, 8, 256, 192};
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surface->fillRect(&rect, color);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Actualiza el contador
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void Credits::updateCounter()
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{
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// Incrementa el contador
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if (counter_enabled_)
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{
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counter_++;
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if (counter_ == 224 || counter_ == 544 || counter_ == 672)
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{
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counter_enabled_ = false;
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}
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}
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else
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{
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sub_counter_++;
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if (sub_counter_ == 100)
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{
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counter_enabled_ = true;
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sub_counter_ = 0;
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}
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}
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// Comprueba si ha terminado la sección
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if (counter_ > 1200)
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{
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options.section.section = Section::DEMO;
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}
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}
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// Actualiza las variables
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void Credits::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks_ > GAME_SPEED)
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{
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// Actualiza el contador de ticks
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ticks_ = SDL_GetTicks();
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// Comprueba las entradas
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checkInput();
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// Actualiza el contador
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updateCounter();
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Screen::get()->update();
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// Actualiza el sprite con el brillo
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if (counter_ > 770)
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{
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shining_sprite_->update();
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}
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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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{
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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(1);
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if (counter_ < 1150)
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{
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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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const int offset = std::min(counter_ / 8, 192 / 2);
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SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
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cover_surface_->render(0, offset * 2, &srcRect);
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// Dibuja el sprite con el brillo
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shining_sprite_->render();
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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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{
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while (options.section.section == Section::CREDITS)
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{
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update();
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checkEvents();
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render();
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}
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} |