Empezada la sección del titulo del juego

This commit is contained in:
2022-08-23 12:35:56 +02:00
parent 6b4926efb8
commit b61677bda9
8 changed files with 180 additions and 11 deletions

104
source/title.cpp Normal file
View File

@@ -0,0 +1,104 @@
#include "title.h"
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
{
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new LTexture();
loadTextureFromFile(texture, asset->get("intro.png"), renderer);
sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
sprite->setCurrentAnimation("menu");
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
// Inicializa variables
section = {SECTION_PROG_TITLE, 0};
ticks = 0;
ticksSpeed = 15;
}
// Destructor
Title::~Title()
{
renderer = nullptr;
screen = nullptr;
asset = nullptr;
delete eventHandler;
eventHandler = nullptr;
texture->unload();
delete texture;
texture = nullptr;
delete sprite;
sprite = nullptr;
delete text;
text = nullptr;
}
// Actualiza las variables
void Title::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 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;
}
// Cualquier tecla pulsada
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
section.name = SECTION_PROG_GAME;
section.subsection = 0;
}
}
sprite->animate();
}
}
// Dibuja en pantalla
void Title::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Dibuja los objetos
sprite->render();
text->writeCentered(160, 200, "@2016,2022 JailDesigner (v0.6)", -1);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle principal
section_t Title::run()
{
while (section.name == SECTION_PROG_TITLE)
{
update();
render();
}
return section;
}