Finalizada la primera parte del ending

This commit is contained in:
2022-11-04 11:44:20 +01:00
parent f647ebb33f
commit 332b3f5286
3 changed files with 103 additions and 45 deletions

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@@ -13,12 +13,12 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
// Reserva memoria para los punteros a objetos // Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
texture = resource->getTexture("ending1.png");
sprite = new Sprite({0, 0, texture->getWidth(), texture->getHeight()}, texture, renderer);
music = JA_LoadMusic(asset->get("ending1.ogg").c_str()); music = JA_LoadMusic(asset->get("ending1.ogg").c_str());
// Inicializa variables // Inicializa variables
counter = 0; counter = -1;
preCounter = 0;
coverCounter = 0;
section.name = SECTION_PROG_ENDING; section.name = SECTION_PROG_ENDING;
section.subsection = 0; section.subsection = 0;
ticks = 0; ticks = 0;
@@ -37,17 +37,6 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
// Cambia el color del borde // Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black")); screen->setBorderColor(stringToColor(options->palette, "black"));
// Crea la textura para el texto que se escribe en pantalla
canvasTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (canvasTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(canvasTexture, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto // Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8); coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
if (coverTexture == nullptr) if (coverTexture == nullptr)
@@ -58,6 +47,9 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
} }
} }
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
// Rellena la textura para la cortinilla
fillCoverTexture();
} }
// Destructor // Destructor
@@ -66,8 +58,6 @@ Ending::~Ending()
// Libera la memoria de los objetos // Libera la memoria de los objetos
delete eventHandler; delete eventHandler;
delete text; delete text;
delete sprite;
SDL_DestroyTexture(canvasTexture);
SDL_DestroyTexture(coverTexture); SDL_DestroyTexture(coverTexture);
for (auto st : spriteTexts) for (auto st : spriteTexts)
@@ -103,7 +93,7 @@ void Ending::update()
checkEventHandler(); checkEventHandler();
// Actualiza el contador // Actualiza el contador
updateCounter(); updateCounters();
// Actualiza las cortinillas de los elementos // Actualiza las cortinillas de los elementos
updateSpriteCovers(); updateSpriteCovers();
@@ -136,6 +126,9 @@ void Ending::render()
} }
} }
// Dibuja la cortinilla de cambio de escena
renderCoverTexture();
// text->write(0, 0, std::to_string(counter)); // text->write(0, 0, std::to_string(counter));
// Vuelca el contenido del renderizador en pantalla // Vuelca el contenido del renderizador en pantalla
@@ -221,8 +214,8 @@ void Ending::iniTexts()
// Escena #0 // Escena #0
texts.push_back({"HE FINALLY MANAGED", 32}); texts.push_back({"HE FINALLY MANAGED", 32});
texts.push_back({"TO GET TO THE JAIL", 43}); texts.push_back({"TO GET TO THE JAIL", 42});
texts.push_back({"WITH ALL HIS PROJECTS", 141}); texts.push_back({"WITH ALL HIS PROJECTS", 142});
texts.push_back({"READY TO BE RELEASED", 152}); texts.push_back({"READY TO BE RELEASED", 152});
// Escena #1 // Escena #1
@@ -237,15 +230,15 @@ void Ending::iniTexts()
// Escena #2 // Escena #2
texts.push_back({"BUT SUDDENLY SOMETHING", 19}); texts.push_back({"BUT SUDDENLY SOMETHING", 19});
texts.push_back({"CAUGHT HIS ATTENTION", 31}); texts.push_back({"CAUGHT HIS ATTENTION", 29});
// Escena #3 // Escena #3
texts.push_back({"A PILE OF JUNK!", 36}); texts.push_back({"A PILE OF JUNK!", 36});
texts.push_back({"FULL OF NON WORKING THINGS!!", 49}); texts.push_back({"FULL OF NON WORKING THINGS!!", 46});
// Escena #4 // Escena #4
texts.push_back({"AND THEN,", 26}); texts.push_back({"AND THEN,", 36});
texts.push_back({"FOURTY NEW PROJECTS", 36}); texts.push_back({"FOURTY NEW PROJECTS", 46});
texts.push_back({"WERE BORN...", 158}); texts.push_back({"WERE BORN...", 158});
// Crea los sprites // Crea los sprites
@@ -435,7 +428,7 @@ void Ending::iniScenes()
sc.textIndex.push_back({5, trigger}); sc.textIndex.push_back({5, trigger});
trigger += lapse; trigger += lapse;
sc.textIndex.push_back({6, trigger}); sc.textIndex.push_back({6, trigger});
trigger += lapse * 2; trigger += lapse * 3;
sc.textIndex.push_back({7, trigger}); sc.textIndex.push_back({7, trigger});
trigger += lapse; trigger += lapse;
sc.textIndex.push_back({8, trigger}); sc.textIndex.push_back({8, trigger});
@@ -447,8 +440,8 @@ void Ending::iniScenes()
sc.counterEnd = 1000; sc.counterEnd = 1000;
sc.pictureIndex = 2; sc.pictureIndex = 2;
sc.textIndex.clear(); sc.textIndex.clear();
trigger = 148 * 2; trigger = 148 / 2;
//trigger += lapse / 2; trigger += lapse;
sc.textIndex.push_back({10, trigger}); sc.textIndex.push_back({10, trigger});
trigger += lapse; trigger += lapse;
sc.textIndex.push_back({11, trigger}); sc.textIndex.push_back({11, trigger});
@@ -458,10 +451,10 @@ void Ending::iniScenes()
sc.counterEnd = 800; sc.counterEnd = 800;
sc.pictureIndex = 3; sc.pictureIndex = 3;
sc.textIndex.clear(); sc.textIndex.clear();
trigger = 87 * 2; trigger = 87 / 2;
//trigger += lapse; trigger += lapse;
sc.textIndex.push_back({12, trigger}); sc.textIndex.push_back({12, trigger});
trigger += lapse/2; trigger += lapse / 2;
sc.textIndex.push_back({13, trigger}); sc.textIndex.push_back({13, trigger});
scenes.push_back(sc); scenes.push_back(sc);
@@ -495,11 +488,23 @@ section_t Ending::run()
return section; return section;
} }
// Actualiza el contador // Actualiza los contadores
void Ending::updateCounter() void Ending::updateCounters()
{ {
// Incrementa el contador // Incrementa el contador
if (preCounter < 200)
{
preCounter++;
}
else
{
counter++; counter++;
}
if (counter > scenes.at(scene).counterEnd - 100)
{
coverCounter++;
}
} }
// Actualiza las cortinillas de los elementos // Actualiza las cortinillas de los elementos
@@ -552,9 +557,57 @@ void Ending::checkChangeScene()
{ {
scene++; scene++;
counter = 0; counter = 0;
coverCounter = 0;
if (scene == 5) if (scene == 5)
{ {
scene = 4;
section.name = SECTION_PROG_QUIT; section.name = SECTION_PROG_QUIT;
} }
} }
} }
// Rellena la textura para la cortinilla
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(renderer, coverTexture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
const color_t c = stringToColor(options->palette, "brack");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < 256; i += 2)
{
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 0);
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 1);
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 2);
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 3);
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 4);
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 6);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderTarget(renderer, nullptr);
}
// Dibuja la cortinilla de cambio de escena
void Ending::renderCoverTexture()
{
if (coverCounter > 0)
{ // Dibuja la textura que cubre el texto
// const int offset = std::min(coverCounter, 200 / 2);
// SDL_Rect srcRect = {0, 0, 256, 200 - (offset * 2)};
// SDL_Rect dstRect = {0, offset * 2, 256, 200 - (offset * 2)};
// SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
const int offset = std::min(coverCounter, 100);
SDL_Rect srcRect = {0, 200 - (coverCounter * 2), 256, offset * 2};
SDL_Rect dstRect = {0, 0, 256, offset * 2};
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
}
}

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@@ -57,13 +57,12 @@ private:
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
SDL_Texture *canvasTexture; // Textura para dibujar el texto y los dibujos
SDL_Texture *coverTexture; // Textura para cubrir el texto SDL_Texture *coverTexture; // Textura para cubrir el texto
Texture *texture; // Textura con los graficos
Sprite *sprite; // Sprite para dibujar las imagenes
// Variables // Variables
int counter; // Contador int counter; // Contador
int preCounter; // Contador previo
int coverCounter; // Contador para la cortinilla
section_t section; // Estado del bucle principal para saber si continua o se sale section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
@@ -91,8 +90,8 @@ private:
// Inicializa las escenas // Inicializa las escenas
void iniScenes(); void iniScenes();
// Actualiza el contador // Actualiza los contadores
void updateCounter(); void updateCounters();
// Actualiza las cortinillas de los elementos // Actualiza las cortinillas de los elementos
void updateSpriteCovers(); void updateSpriteCovers();
@@ -100,6 +99,12 @@ private:
// Comprueba si se ha de cambiar de escena // Comprueba si se ha de cambiar de escena
void checkChangeScene(); void checkChangeScene();
// Rellena la textura para la cortinilla
void fillCoverTexture();
// Dibuja la cortinilla de cambio de escena
void renderCoverTexture();
public: public:
// Constructor // Constructor
Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);