Files
volcano_2022/source/title.cpp

162 lines
3.4 KiB
C++

#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("dogica.png"), asset->get("dogica.txt"), renderer);
text2 = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
music = JA_LoadMusic(asset->get("music_title.ogg").c_str());
menu = new Menu(renderer, text, input);
initMenu();
// 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;
delete text2;
text2 = nullptr;
delete menu;
menu = nullptr;
JA_DeleteMusic(music);
}
// Crea el menu
void Title::initMenu()
{
menu->loadAudioFile(asset->get("sound_menu_cancel.wav"), SOUND_CANCEL);
menu->loadAudioFile(asset->get("sound_menu_select.wav"), SOUND_ACCEPT);
menu->loadAudioFile(asset->get("sound_menu_move.wav"), SOUND_MOVE);
menu->init("TITLE", 0, 150, MENU_BACKGROUND_TRANSPARENT);
menu->addItem("START", 2);
menu->addItem("OPTIONS", 5);
menu->addItem("EXIT");
menu->setDefaultActionWhenCancel(2);
menu->setBackgroundColor({0x30, 0x30, 0x40}, 192);
menu->setSelectorColor({0xe5, 0x1c, 0x23}, 0);
menu->setSelectorTextColor({0xFF, 0xB4, 0x00});
menu->centerMenuOnX(160);
menu->centerMenuElementsOnX();
}
// 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();
menu->update();
checkMenu();
}
}
// 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();
text2->writeDX(TXT_CENTER | TXT_COLOR, 160, 205, "@2016,2022 JAILDESIGNER & JAILBROTHER (v0.6)", 0, {255, 93, 4});
menu->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle principal
section_t Title::run()
{
JA_PlayMusic(music);
while (section.name == SECTION_PROG_TITLE)
{
update();
render();
}
return section;
JA_StopMusic();
}
// Comprueba el menu
void Title::checkMenu()
{
const int menu = this->menu->getItemSelected();
switch (menu)
{
case 0:
section.name = SECTION_PROG_GAME;
break;
case 2:
section.name = SECTION_PROG_QUIT;
break;
default:
break;
}
}