142 lines
3.1 KiB
C++
142 lines
3.1 KiB
C++
#include "title.h"
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// Constructor
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Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->input = input;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = new LTexture();
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loadTextureFromFile(texture, asset->get("intro.png"), renderer);
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sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
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sprite->setCurrentAnimation("menu");
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text = new Text(asset->get("dogica.png"), asset->get("dogica.txt"), renderer);
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text2 = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
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music = JA_LoadMusic(asset->get("music_title.ogg").c_str());
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menu = new Menu(renderer, text, input);
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initMenu();
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// Inicializa variables
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section = {SECTION_PROG_TITLE, 0};
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ticks = 0;
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ticksSpeed = 15;
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}
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// Destructor
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Title::~Title()
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{
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renderer = nullptr;
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screen = nullptr;
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asset = nullptr;
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delete eventHandler;
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eventHandler = nullptr;
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texture->unload();
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delete texture;
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texture = nullptr;
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delete sprite;
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sprite = nullptr;
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delete text;
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text = nullptr;
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delete text2;
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text2 = nullptr;
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delete menu;
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menu = nullptr;
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JA_DeleteMusic(music);
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}
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// Crea el menu
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void Title::initMenu()
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{
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menu->loadAudioFile(asset->get("sound_menu_cancel.wav"), SOUND_CANCEL);
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menu->loadAudioFile(asset->get("sound_menu_select.wav"), SOUND_ACCEPT);
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menu->loadAudioFile(asset->get("sound_menu_move.wav"), SOUND_MOVE);
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menu->init("TITLE", 0, 150, MENU_BACKGROUND_TRANSPARENT);
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menu->addItem("START",2);
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menu->addItem("OPTIONS", 5);
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menu->addItem("EXIT");
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menu->setDefaultActionWhenCancel(2);
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menu->setBackgroundColor({0x30, 0x30, 0x40}, 192);
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menu->setSelectorColor({0xe5, 0x1c, 0x23}, 0);
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menu->setSelectorTextColor({0xFF, 0xB4, 0x00});
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menu->centerMenuOnX(160);
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menu->centerMenuElementsOnX();
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}
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// Actualiza las variables
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void Title::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 > ticksSpeed)
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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 los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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break;
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}
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// Cualquier tecla pulsada
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/*if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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}*/
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}
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sprite->animate();
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menu->update();
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}
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}
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// Dibuja en pantalla
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void Title::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean();
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// Dibuja los objetos
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sprite->render();
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text2->writeDX(TXT_CENTER | TXT_COLOR, 160, 205, "@2016,2022 JAILDESIGNER & JAILBROTHER (v0.6)", 0, {255, 93, 4});
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menu->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Bucle principal
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section_t Title::run()
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{
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JA_PlayMusic(music);
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while (section.name == SECTION_PROG_TITLE)
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{
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update();
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render();
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}
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return section;
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JA_StopMusic();
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}
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