Files
volcano_2022/source/scoreboard.cpp

163 lines
4.2 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
rect = {SCOREBOARD_X, SCOREBOARD_Y, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT};
counter = 0;
fadingCounter = 0;
state = sb_hide;
}
// Destructor
ScoreBoard::~ScoreBoard()
{
SDL_DestroyTexture(layer);
delete texture;
delete sprite;
delete text;
}
// Dibuja el marcador en la textura
void ScoreBoard::fillTexture()
{
if (state == sb_hide)
{
return;
}
// Cambia el puntero del renderizador a la textura y la limpia
SDL_SetRenderTarget(renderer, layer);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
// Pinta el degradado
const float num_lines = (SCOREBOARD_BOTTOM / 2) - SCOREBOARD_TOP;
for (int i = SCOREBOARD_TOP; i < SCOREBOARD_TOP + num_lines; i++)
{
float step = ((float)i / num_lines);
int alpha = 64 + ((0 - 64) * step);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, alpha);
SDL_RenderDrawLine(renderer, SCOREBOARD_LEFT, i, SCOREBOARD_RIGHT, i);
}
// 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()
{
if (state == sb_hide)
{
return;
}
// 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()
{
if (state == sb_hide)
{
counter++;
if (counter == 200)
{
state = sb_showing;
rect.y = SCOREBOARD_Y - SCOREBOARD_HEIGHT;
}
}
else if (state == sb_showing)
{
fadingCounter++;
const float step = ((float)fadingCounter / (float)SCOREBOARD_HEIGHT);
const int alpha = 255 * step;
rect.y++;
SDL_SetTextureAlphaMod(layer, alpha);
if (rect.y == SCOREBOARD_Y)
{
state = sb_show;
SDL_SetTextureAlphaMod(layer, 255);
}
}
else if (state == sb_hiding)
{
fadingCounter--;
const float step = ((float)fadingCounter / (float)SCOREBOARD_HEIGHT);
const int alpha = 255 * step;
rect.y--;
SDL_SetTextureAlphaMod(layer, alpha);
if (rect.y == SCOREBOARD_Y - SCOREBOARD_HEIGHT)
{
state = sb_hide;
counter = 0;
fadingCounter = 0;
SDL_SetTextureAlphaMod(layer, 255);
}
}
}
// Recarga la textura
void ScoreBoard::reLoadTexture()
{
texture->reLoad();
text->reLoadTexture();
}
// Resetea el tiempo de aparición del marcador
void ScoreBoard::reset()
{
if (state == sb_hide)
{
counter = 0;
}
else
{
state = sb_hiding;
}
}
// Devuelve el rectangulo con la posición del marcador
SDL_Rect ScoreBoard::getRect()
{
return rect;
}