forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglat aixina sense massa ganes Scoreboard::render()
This commit is contained in:
@@ -9,6 +9,7 @@
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#include "screen.h" // for Screen
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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#include <iostream>
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// Constructor
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Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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@@ -17,6 +18,9 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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asset_(Asset::get()),
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data_(data)
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{
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const int TEXTURE_WIDTH_ = options.game.width;
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constexpr int TEXTURE_HEIGHT_ = 6 * BLOCK;
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// Reserva memoria para los objetos
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item_texture_ = resource_->getTexture("items.png");
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auto player_texture = resource_->getTexture(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png");
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@@ -25,6 +29,16 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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player_sprite_->setCurrentAnimation("walk_menu");
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text_ = resource_->getText("smb2");
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texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
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if (texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Scorebard::texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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texture_dest_ = {0, options.game.height - TEXTURE_HEIGHT_, TEXTURE_WIDTH_, TEXTURE_HEIGHT_};
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// Inicializa las variables
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counter_ = 0;
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change_color_speed_ = 4;
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@@ -41,51 +55,16 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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}
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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(texture_);
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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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// Anclas
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const int line1 = 19 * BLOCK;
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const int line2 = line1 + (2 * BLOCK);
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// Dibuja el fondo del marcador
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const SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer_, &rect);
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// Dibuja las vidas
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const int desp = (counter_ / 40) % 8;
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const int frame = desp % 4;
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player_sprite_->setCurrentAnimationFrame(frame);
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player_sprite_->setPosY(line2);
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for (int i = 0; i < data_->lives; ++i)
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{
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player_sprite_->setPosX(8 + (16 * i) + desp);
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const int index = i % color_.size();
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player_sprite_->getTexture()->setColor(color_[index].r, color_[index].g, color_[index].b);
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player_sprite_->render();
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}
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// Muestra si suena la música
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if (data_->music)
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{
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const Color c = data_->color;
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SDL_Rect clip = {0, 8, 8, 8};
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item_texture_->setColor(c.r, c.g, c.b);
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item_texture_->render(20 * BLOCK, line2, &clip);
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}
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// Escribe los textos
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const std::string timeTxt = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
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const std::string itemsTxt = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
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this->text_->writeColored(BLOCK, line1, "Items collected ", data_->color);
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this->text_->writeColored(17 * BLOCK, line1, itemsTxt, items_color_);
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this->text_->writeColored(20 * BLOCK, line1, " Time ", data_->color);
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this->text_->writeColored(26 * BLOCK, line1, timeTxt, stringToColor(options.video.palette, "white"));
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const std::string roomsTxt = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
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this->text_->writeColored(22 * BLOCK, line2, "Rooms", stringToColor(options.video.palette, "white"));
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this->text_->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor(options.video.palette, "white"));
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SDL_RenderCopy(renderer_, texture_, nullptr, &texture_dest_);
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}
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// Actualiza las variables del objeto
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@@ -97,6 +76,9 @@ void Scoreboard::update()
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// Actualiza el color de la cantidad de items recogidos
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updateItemsColor();
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// Dibuja la textura
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fillTexture();
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if (!is_paused_)
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{
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// Si está en pausa no se actualiza el reloj
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@@ -175,4 +157,57 @@ void Scoreboard::updateItemsColor()
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int Scoreboard::getMinutes()
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{
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return getTime().minutes;
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}
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// Dibuja los elementos del marcador en la textura
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void Scoreboard::fillTexture()
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{
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// Empieza a dibujar en la textura
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, texture_);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer_, nullptr);
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// Anclas
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constexpr int LINE1 = BLOCK;
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constexpr int LINE2 = 3 * BLOCK;
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// Dibuja las vidas
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const int desp = (counter_ / 40) % 8;
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const int frame = desp % 4;
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player_sprite_->setCurrentAnimationFrame(frame);
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player_sprite_->setPosY(LINE2);
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for (int i = 0; i < data_->lives; ++i)
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{
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player_sprite_->setPosX(8 + (16 * i) + desp);
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const int index = i % color_.size();
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player_sprite_->getTexture()->setColor(color_[index].r, color_[index].g, color_[index].b);
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player_sprite_->render();
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}
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// Muestra si suena la música
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if (data_->music)
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{
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const Color c = data_->color;
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SDL_Rect clip = {0, 8, 8, 8};
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item_texture_->setColor(c.r, c.g, c.b);
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item_texture_->render(20 * BLOCK, LINE2, &clip);
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}
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// Escribe los textos
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const std::string timeTxt = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
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const std::string itemsTxt = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
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text_->writeColored(BLOCK, LINE1, "Items collected ", data_->color);
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text_->writeColored(17 * BLOCK, LINE1, itemsTxt, items_color_);
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text_->writeColored(20 * BLOCK, LINE1, " Time ", data_->color);
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text_->writeColored(26 * BLOCK, LINE1, timeTxt, stringToColor(options.video.palette, "white"));
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const std::string roomsTxt = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
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text_->writeColored(22 * BLOCK, LINE2, "Rooms", stringToColor(options.video.palette, "white"));
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text_->writeColored(28 * BLOCK, LINE2, roomsTxt, stringToColor(options.video.palette, "white"));
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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}
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@@ -46,6 +46,7 @@ private:
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std::shared_ptr<AnimatedSprite> player_sprite_; // Sprite para mostrar las vidas en el marcador
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std::shared_ptr<Texture> item_texture_; // Textura con los graficos para las vidas
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std::shared_ptr<ScoreboardData> data_; // Contiene las variables a mostrar en el marcador
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SDL_Texture *texture_; // Textura donde dibujar el marcador;
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// Variables
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std::vector<Color> color_; // Vector con los colores del objeto
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@@ -56,6 +57,7 @@ private:
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Uint32 paused_time_elapsed_; // Tiempo acumulado en pausa
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ClockData clock_; // Contiene las horas, minutos y segundos transcurridos desde el inicio de la partida
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Color items_color_; // Color de la cantidad de items recogidos
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SDL_Rect texture_dest_; // Rectangulo donde dibujar la textura del marcador
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// Obtiene el tiempo transcurrido de partida
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ClockData getTime();
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@@ -63,12 +65,15 @@ private:
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// Actualiza el color de la cantidad de items recogidos
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void updateItemsColor();
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// Dibuja los elementos del marcador en la textura
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void fillTexture();
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public:
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// Constructor
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Scoreboard(std::shared_ptr<ScoreboardData> data);
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// Destructor
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~Scoreboard() = default;
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~Scoreboard();
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// Pinta el objeto en pantalla
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void render();
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