Files
volcano_2022/source/scoreboard.cpp

76 lines
2.4 KiB
C++

#include "scoreboard.h"
#include <fstream>
#include <sstream>
// Constructor
ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
{
// Obten punteros a objetos
this->asset = asset;
this->renderer = renderer;
this->board = board;
// Reserva memoria para los objetos
texture = new LTexture(renderer, asset->get("player.png"));
sprite = new Sprite({0, 0, 0, 0}, texture, renderer);
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Crea la textura para dibujar el marcador
layer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT);
if (layer == nullptr)
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
SDL_SetTextureBlendMode(layer, SDL_BLENDMODE_BLEND);
// Inicializa las variables
counter = 0;
}
// Destructor
ScoreBoard::~ScoreBoard()
{
SDL_DestroyTexture(layer);
delete texture;
delete sprite;
delete text;
}
// Dibuja el marcador en la textura
void ScoreBoard::fillTexture()
{
// Cambia el puntero del renderizador a la textura y la limpia
SDL_SetRenderTarget(renderer, layer);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawColor(renderer, 0, 171, 159, 255);
SDL_RenderClear(renderer);
// Escribe los textos
text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8, "-LIVES-");
text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8 + text->getCharacterSize(), std::to_string(board->lives));
text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_THIRD_QUARTER_X, 8, "-DIAMONDS-");
text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_THIRD_QUARTER_X, 8 + text->getCharacterSize(), std::to_string(board->diamonds));
// Vuelve a colocar el renderizador apuntando a la pantalla
SDL_SetRenderTarget(renderer, nullptr);
}
// Pinta el objeto en pantalla
void ScoreBoard::render()
{
// Dibuja la textura con el marcador en pantalla
SDL_Rect rect = {SCOREBOARD_X, SCOREBOARD_Y, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT};
SDL_RenderCopy(renderer, layer, NULL, &rect);
}
// Actualiza las variables del objeto
void ScoreBoard::update()
{
counter++;
}
// Recarga la textura
void ScoreBoard::reLoadTexture()
{
texture->reLoad();
text->reLoadTexture();
}