105 lines
3.0 KiB
C++
105 lines
3.0 KiB
C++
#include "scoreboard.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
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{
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// Obten punteros a objetos
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this->asset = asset;
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this->renderer = renderer;
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this->board = board;
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// Reserva memoria para los objetos
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texture = new LTexture(renderer, asset->get("player.png"));
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sprite = new Sprite({0, 0, 0, 0}, texture, renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea la textura para dibujar el marcador
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layer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT);
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if (layer == nullptr)
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printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
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SDL_SetTextureBlendMode(layer, SDL_BLENDMODE_BLEND);
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// Inicializa las variables
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counter = 0;
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state = sb_hide;
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}
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// Destructor
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ScoreBoard::~ScoreBoard()
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{
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SDL_DestroyTexture(layer);
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delete texture;
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delete sprite;
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delete text;
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}
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// Dibuja el marcador en la textura
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void ScoreBoard::fillTexture()
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{
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// Cambia el puntero del renderizador a la textura y la limpia
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SDL_SetRenderTarget(renderer, layer);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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// Pinta el degradado
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const float num_lines = (SCOREBOARD_BOTTOM / 2) - SCOREBOARD_TOP;
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for (int i = SCOREBOARD_TOP; i < SCOREBOARD_TOP + num_lines; i++)
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{
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float step = ((float)i / num_lines);
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int alpha = 64 + ((0 - 64) * step);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, alpha);
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SDL_RenderDrawLine(renderer, SCOREBOARD_LEFT, i, SCOREBOARD_RIGHT, i);
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}
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// Escribe los textos
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8, "-LIVES-");
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8 + text->getCharacterSize(), std::to_string(board->lives));
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_THIRD_QUARTER_X, 8, "-DIAMONDS-");
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_THIRD_QUARTER_X, 8 + text->getCharacterSize(), std::to_string(board->diamonds));
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// Vuelve a colocar el renderizador apuntando a la pantalla
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Pinta el objeto en pantalla
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void ScoreBoard::render()
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{
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if (state == sb_hide)
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{
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return;
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}
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// Dibuja la textura con el marcador en pantalla
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SDL_Rect rect = {SCOREBOARD_X, SCOREBOARD_Y, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT};
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SDL_RenderCopy(renderer, layer, NULL, &rect);
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}
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// Actualiza las variables del objeto
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void ScoreBoard::update()
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{
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if (counter == 200)
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{
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state = sb_show;
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}
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else
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{
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counter++;
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}
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}
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// Recarga la textura
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void ScoreBoard::reLoadTexture()
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{
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texture->reLoad();
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text->reLoadTexture();
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}
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// Resetea el tiempo de aparición del marcador
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void ScoreBoard::reset()
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{
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counter = 0;
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state = sb_hide;
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} |