optimitzada la marquesina de Title

This commit is contained in:
2025-10-26 23:23:33 +01:00
parent 87370dd11d
commit 17101a3da1
2 changed files with 69 additions and 37 deletions

View File

@@ -26,6 +26,9 @@ Title::Title()
loading_screen_sprite_(std::make_shared<SurfaceSprite>(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())), loading_screen_sprite_(std::make_shared<SurfaceSprite>(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())),
bg_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)), bg_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)),
delta_timer_(std::make_unique<DeltaTimer>()), delta_timer_(std::make_unique<DeltaTimer>()),
marquee_text_(Resource::get()->getText("gauntlet")),
first_active_letter_(0),
last_active_letter_(0),
state_time_(0.0f), state_time_(0.0f),
fade_accumulator_(0.0f), fade_accumulator_(0.0f),
current_delta_(0.0f) { current_delta_(0.0f) {
@@ -52,14 +55,20 @@ Title::Title()
void Title::initMarquee() { void Title::initMarquee() {
letters_.clear(); letters_.clear();
long_text_ = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?"; long_text_ = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
for (int i = 0; i < (int)long_text_.length(); ++i) {
// Pre-calcular anchos de caracteres para eficiencia
for (size_t i = 0; i < long_text_.length(); ++i) {
TitleLetter l; TitleLetter l;
l.letter = long_text_.substr(i, 1); l.letter = long_text_[i]; // char directo, no substring
l.x = 256.0f; l.x = MARQUEE_START_X; // Usar constante
l.width = marquee_text_->lenght(std::string(1, long_text_[i])); // Pre-calcular ancho
l.enabled = false; l.enabled = false;
letters_.push_back(l); letters_.push_back(l);
} }
letters_[0].enabled = true; letters_[0].enabled = true;
first_active_letter_ = 0;
last_active_letter_ = 0;
} }
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
@@ -112,36 +121,48 @@ void Title::checkInput() {
// Actualiza la marquesina // Actualiza la marquesina
void Title::updateMarquee(float delta_time) { void Title::updateMarquee(float delta_time) {
const auto TEXT = Resource::get()->getText("gauntlet");
const float displacement = MARQUEE_SPEED * delta_time; const float displacement = MARQUEE_SPEED * delta_time;
for (int i = 0; i < (int)letters_.size(); ++i) { // Solo procesar letras en rango activo + 1 para poder activar la siguiente
if (letters_[i].enabled) { for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) {
letters_[i].x -= displacement; auto& letter = letters_[i];
if (letters_[i].x < -10.0f) {
letters_[i].enabled = false; if (letter.enabled) {
} letter.x -= displacement;
} else {
if (i > 0 && letters_[i - 1].x < 256.0f && letters_[i - 1].enabled) { // Desactivar si sale de pantalla
letters_[i].enabled = true; if (letter.x < MARQUEE_EXIT_X) {
letters_[i].x = letters_[i - 1].x + TEXT->lenght(letters_[i - 1].letter) + 1.0f; letter.enabled = false;
if (i == first_active_letter_) {
first_active_letter_++; // Avanzar inicio del rango
}
} }
} else if (i > 0 && letters_[i - 1].x < MARQUEE_START_X && letters_[i - 1].enabled) {
// Activar siguiente letra usando ancho pre-calculado
letter.enabled = true;
letter.x = letters_[i - 1].x + letters_[i - 1].width + MARQUEE_LETTER_SPACING;
last_active_letter_ = i; // Expandir fin del rango
} }
} }
// Comprueba si ha terminado la marquesina y la reinicia // Comprueba si ha terminado la marquesina y la reinicia
if (letters_[letters_.size() - 1].x < -10.0f) { if (letters_[letters_.size() - 1].x < MARQUEE_EXIT_X) {
// Inicializa la marquesina
initMarquee(); initMarquee();
} }
} }
// Dibuja la marquesina // Dibuja la marquesina
void Title::renderMarquee() { void Title::renderMarquee() {
const auto TEXT = Resource::get()->getText("gauntlet"); // Solo renderizar letras activas (optimización: usa cache y rangos)
for (const auto& l : letters_) { for (int i = first_active_letter_; i <= last_active_letter_ + 1 && i < (int)letters_.size(); ++i) {
if (l.enabled) { const auto& letter = letters_[i];
TEXT->writeColored(l.x, 184, l.letter, static_cast<Uint8>(PaletteColor::BRIGHT_RED)); if (letter.enabled) {
marquee_text_->writeColored(
static_cast<int>(letter.x), // Conversión explícita float→int
static_cast<int>(MARQUEE_Y), // Usar constante
std::string(1, letter.letter), // Convertir char a string
static_cast<Uint8>(PaletteColor::BRIGHT_RED)
);
} }
} }
} }

View File

@@ -9,13 +9,15 @@
#include "utils/delta_timer.hpp" // Para DeltaTimer #include "utils/delta_timer.hpp" // Para DeltaTimer
class SurfaceSprite; // Forward declaration class SurfaceSprite; // Forward declaration
class Surface; // Forward declaration class Surface; // Forward declaration
class Text; // Forward declaration
class Title { class Title {
private: private:
struct TitleLetter { struct TitleLetter {
std::string letter; // Letra a escribir char letter; // Letra a escribir (char es más eficiente que std::string)
float x; // Posición en el eje x (float para precisión con delta time) float x; // Posición en el eje x (float para precisión con delta time)
bool enabled; // Solo se escriben y mueven si estan habilitadas float width; // Ancho pre-calculado del carácter
bool enabled; // Solo se escriben y mueven si estan habilitadas
}; };
enum class TitleState { enum class TitleState {
@@ -25,11 +27,17 @@ class Title {
}; };
// --- Constantes de tiempo (en segundos) --- // --- Constantes de tiempo (en segundos) ---
static constexpr float SHOW_LOADING_DURATION = 5.0f; // Tiempo mostrando loading screen (antes 500 frames) static constexpr float SHOW_LOADING_DURATION = 5.0f; // Tiempo mostrando loading screen (antes 500 frames)
static constexpr float FADE_STEP_INTERVAL = 0.033f; // Intervalo entre pasos de fade (antes cada 4 frames) static constexpr float FADE_STEP_INTERVAL = 0.033f; // Intervalo entre pasos de fade (antes cada 4 frames)
static constexpr float AUTO_CREDITS_TIMEOUT = 22.0f; // Timeout para ir a créditos (antes 2200 frames) static constexpr float AUTO_CREDITS_TIMEOUT = 22.0f; // Timeout para ir a créditos (antes 2200 frames)
static constexpr float MARQUEE_SPEED = 100.0f; // Velocidad de marquesina (pixels/segundo) static constexpr float MARQUEE_SPEED = 100.0f; // Velocidad de marquesina (pixels/segundo)
static constexpr float CHEEVOS_SCROLL_SPEED = 120.0f; // Velocidad de scroll de logros (pixels/segundo) static constexpr float CHEEVOS_SCROLL_SPEED = 120.0f; // Velocidad de scroll de logros (pixels/segundo)
// --- Constantes de marquesina ---
static constexpr float MARQUEE_START_X = 256.0f; // Posición inicial (ancho pantalla)
static constexpr float MARQUEE_EXIT_X = -10.0f; // Cuando desaparece de pantalla
static constexpr float MARQUEE_Y = 184.0f; // Posición Y
static constexpr float MARQUEE_LETTER_SPACING = 1.0f; // Espaciado entre letras
// Objetos y punteros // Objetos y punteros
std::shared_ptr<Surface> title_logo_surface_; // Textura con los graficos std::shared_ptr<Surface> title_logo_surface_; // Textura con los graficos
@@ -41,15 +49,18 @@ class Title {
std::shared_ptr<SurfaceSprite> cheevos_sprite_; // SSprite para manejar la surface con la lista de logros std::shared_ptr<SurfaceSprite> cheevos_sprite_; // SSprite para manejar la surface con la lista de logros
// --- Variables de estado --- // --- Variables de estado ---
std::unique_ptr<DeltaTimer> delta_timer_; // Timer para delta time std::unique_ptr<DeltaTimer> delta_timer_; // Timer para delta time
std::string long_text_; // Texto que aparece en la parte inferior del titulo std::shared_ptr<Text> marquee_text_; // Cache del texto para marquesina
std::vector<TitleLetter> letters_; // Vector con las letras de la marquesina std::string long_text_; // Texto que aparece en la parte inferior del titulo
bool show_cheevos_ = false; // Indica si se muestra por pantalla el listado de logros std::vector<TitleLetter> letters_; // Vector con las letras de la marquesina
SDL_FRect cheevos_surface_view_; // Zona visible de la surface con el listado de logros int first_active_letter_; // Primera letra activa (optimización)
TitleState state_; // Estado en el que se encuentra el bucle principal int last_active_letter_; // Última letra activa (optimización)
float state_time_; // Tiempo acumulado en el estado actual bool show_cheevos_ = false; // Indica si se muestra por pantalla el listado de logros
float fade_accumulator_; // Acumulador para controlar el fade por tiempo SDL_FRect cheevos_surface_view_; // Zona visible de la surface con el listado de logros
float current_delta_; // Delta time del frame actual TitleState state_; // Estado en el que se encuentra el bucle principal
float state_time_; // Tiempo acumulado en el estado actual
float fade_accumulator_; // Acumulador para controlar el fade por tiempo
float current_delta_; // Delta time del frame actual
// --- Funciones --- // --- Funciones ---
void update(); // Actualiza las variables void update(); // Actualiza las variables