Se me ha ocurrido y lo he hecho antes que nadie: poner prefijo a los .cpp i .h que definen cada uno de los estados del juego

This commit is contained in:
2023-10-10 17:46:02 +02:00
parent f602b5ff7a
commit 6de3050255
23 changed files with 148 additions and 147 deletions

View File

@@ -1,503 +0,0 @@
#include "title.h"
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, Online *online, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->online = online;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
cheevos = new Cheevos(screen, options, asset->get("cheevos.bin"), online);
if (options->palette == p_zxspectrum)
{
texture = resource->getTexture("loading_screen_color.png");
}
else if (options->palette == p_zxarne)
{
texture = resource->getTexture("loading_screen_color_zxarne.png");
}
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
infoText = new Text(resource->getOffset("subatomic.txt"), resource->getTexture("subatomic.png"), renderer);
// Crea la textura para los graficos que aparecen en el fondo de la pantalla de titulo
bgTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (bgTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: bgTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(bgTexture, SDL_BLENDMODE_BLEND);
// Inicializa variables
counter = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
marqueeSpeed = 3;
initMarquee();
showCheevos = false;
// Crea y rellena la textura para mostrar los logros
createCheevosTexture();
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
// Rellena la textura de fondo con todos los gráficos
fillTexture();
}
// Destructor
Title::~Title()
{
delete cheevos;
delete eventHandler;
delete sprite;
delete cheevosSprite;
delete cheevosTexture;
delete text;
delete infoText;
SDL_DestroyTexture(bgTexture);
}
// Inicializa la marquesina
void Title::initMarquee()
{
letters.clear();
longText = "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)longText.length(); ++i)
{
letter_t l;
l.letter = longText.substr(i, 1);
l.x = 256;
l.enabled = false;
letters.push_back(l);
}
letters[0].enabled = true;
}
// Comprueba el manejador de eventos
void Title::checkEvents()
{
// 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;
}
// Solo se comprueban estas teclas si no está activo el menu de logros
if (eventHandler->type == SDL_KEYDOWN)
{
if (!showCheevos)
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_1:
section->name = SECTION_PROG_GAME;
section->subsection = 0;
break;
case SDL_SCANCODE_2:
showCheevos = true;
break;
case SDL_SCANCODE_3:
runEnterID();
counter = 0;
cheevos->reload();
fillTexture();
createCheevosTexture();
break;
default:
break;
}
}
}
}
}
// Comprueba las entradas
void Title::checkInput()
{
if (showCheevos)
{
if (input->checkInput(input_down, REPEAT_TRUE))
{
moveCheevosList(1);
}
else if (input->checkInput(input_up, REPEAT_TRUE))
{
moveCheevosList(0);
}
}
if (input->checkInput(input_exit, REPEAT_FALSE))
{
if (showCheevos)
{
hideCheevosList();
counter = 0;
}
else
{
section->name = SECTION_PROG_QUIT;
}
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder();
resource->reLoadTextures();
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
resource->reLoadTextures();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
resource->reLoadTextures();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
resource->reLoadTextures();
}
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_pause, REPEAT_FALSE))
{
if (!showCheevos)
{
// section->name = SECTION_PROG_GAME;
// section->subsection = 0;
}
}
}
// Actualiza la marquesina
void Title::updateMarquee()
{
for (int i = 0; i < (int)letters.size(); ++i)
{
if (letters[i].enabled)
{
letters[i].x -= marqueeSpeed;
if (letters[i].x < -10)
{
letters[i].enabled = false;
}
}
else
{
if (i > 0 && letters[i - 1].x < 256 && letters[i - 1].enabled)
{
letters[i].enabled = true;
letters[i].x = letters[i - 1].x + text->lenght(letters[i - 1].letter) + 1;
}
}
}
// Comprueba si ha terminado la marquesina y la reinicia
if (letters[letters.size() - 1].x < -10)
{ // Inicializa la marquesina
initMarquee();
}
}
// Dibuja la marquesina
void Title::renderMarquee()
{
for (auto l : letters)
{
if (l.enabled)
{
text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white"));
}
}
}
// Dibuja la linea de información inferior
void Title::renderInfo()
{
const std::string loginText = options->online.enabled ? "OnLine: " + options->online.jailerID : "OnLine: OFF";
infoText->write(1, 1, loginText);
const std::string version = "v.1.09";
const int x = GAMECANVAS_WIDTH - infoText->lenght(version) - 1;
infoText->write(x, 1, version);
}
// 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 las entradas
checkInput();
// Incrementa el contador
counter++;
// Actualiza la marquesina
updateMarquee();
// Actualiza las notificaciones
screen->updateNotifier();
// Si el contador alcanza cierto valor, termina la seccion
if (counter == 2200)
{
if (!showCheevos)
{
section->name = SECTION_PROG_CREDITS;
section->subsection = 0;
}
}
}
}
// Dibuja en pantalla
void Title::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Dibuja la textura de fondo
SDL_RenderCopy(renderer, bgTexture, nullptr, nullptr);
// Dibuja la marquesina
renderMarquee();
// Dibuja la información de logros
if (showCheevos)
{
cheevosSprite->render();
}
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para el logo del juego
void Title::run()
{
while (section->name == SECTION_PROG_TITLE)
{
update();
checkEvents();
render();
}
}
// Recarga las texturas
void Title::reLoadTextures()
{
// Carga la textura adecuada
if (options->palette == p_zxspectrum)
{
// texture->loadFromFile(asset->get("loading_screen_color.png"), renderer);
texture = resource->getTexture("loading_screen_color.png");
}
else if (options->palette == p_zxarne)
{
// texture->loadFromFile(asset->get("loading_screen_color_zxarne.png"), renderer);
texture = resource->getTexture("loading_screen_color_zxarne.png");
}
texture->reLoad();
}
// Cambia la paleta
void Title::switchPalette()
{
if (options->palette == p_zxspectrum)
{
options->palette = p_zxarne;
sprite->setTexture(resource->getTexture("loading_screen_color_zxarne.png"));
}
else
{
options->palette = p_zxspectrum;
sprite->setTexture(resource->getTexture("loading_screen_color.png"));
}
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "bright_blue"));
}
// Desplaza la lista de logros
void Title::moveCheevosList(int direction)
{
const int speed = 2;
cheevosTextureView.y = direction == 0 ? cheevosTextureView.y - speed : cheevosTextureView.y + speed;
const int bottom = cheevosTexture->getHeight() - cheevosTextureView.h;
if (cheevosTextureView.y < 0)
cheevosTextureView.y = 0;
else if (cheevosTextureView.y > bottom)
cheevosTextureView.y = bottom;
cheevosSprite->setSpriteClip(cheevosTextureView);
}
// Ejecuta la seccion en la que se solicita al usuario su ID online
void Title::runEnterID()
{
enterID = new EnterID(renderer, screen, asset, options, section);
enterID->run();
delete enterID;
}
// Rellena la textura de fondo con todos los gráficos
void Title::fillTexture()
{
// Coloca el puntero del renderizador sobre la textura
SDL_SetRenderTarget(renderer, bgTexture);
// Rellena la textura de color
const color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer);
// Pinta el grafico del titulo a partir del sprite
sprite->setPosX(0);
sprite->setPosY(0);
sprite->setSpriteClip(0, 0, sprite->getWidth(), 64);
sprite->render(); // Titulo grande
sprite->setPosY(64);
sprite->setSpriteClip(0, 64, 5, 16);
sprite->render(); // Palito de la izquierda
sprite->setPosX(251);
sprite->setSpriteClip(251, 64, 5, 16);
sprite->render(); // Palito de la derecha
sprite->setPosX(20);
sprite->setSpriteClip(20, 64, 33, 8);
sprite->render(); // Palito bajo titulo izquierda
sprite->setPosX(203);
SDL_Rect rect = sprite->getSpriteClip();
sprite->getTexture()->render(renderer, 203, 64, &rect, 1.0F, 1.0F, 0.0, nullptr, SDL_FLIP_HORIZONTAL); // Palito bajo titulo derecha
// Borra la firma
const color_t coverColor = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, coverColor.r, coverColor.g, coverColor.b, 0xFF);
SDL_Rect coverRect = {28, 11, 21, 5};
SDL_RenderFillRect(renderer, &coverRect);
// Escribe el texto en la textura
const color_t textColor = stringToColor(options->palette, "green");
const int textSize = text->getCharacterSize();
const std::string onlineText = options->online.jailerID == "" ? "3.ONLINE MODE" : "3." + options->online.jailerID;
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 11 * textSize, "1.PLAY", 1, textColor);
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 13 * textSize, "2.ACHIEVEMENTS", 1, textColor);
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 15 * textSize, onlineText, 1, textColor);
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, 18 * textSize, "ESC.EXIT GAME", 1, textColor);
// Devuelve el puntero del renderizador a su sitio
SDL_SetRenderTarget(renderer, nullptr);
}
// Crea y rellena la textura para mostrar los logros
void Title::createCheevosTexture()
{
// Crea la textura con el listado de logros
const std::vector<cheevos_t> cheevosList = cheevos->list();
// const int iconSize = 16; // Altura del icono que representa a cada logro
const int cheevosTextureWidth = 200;
const int cheevosTextureViewHeight = 110;
const int cheevosTexturePosY = 73;
const int cheevosPadding = 10;
const int cheevoHeight = cheevosPadding + (infoText->getCharacterSize() * 2) + 1;
const int cheevosTextureHeight = (cheevoHeight * cheevosList.size()) + 2 + infoText->getCharacterSize() + 8;
cheevosTexture = new Texture(renderer);
cheevosTexture->createBlank(renderer, cheevosTextureWidth, cheevosTextureHeight, SDL_TEXTUREACCESS_TARGET);
cheevosTexture->setAsRenderTarget(renderer);
cheevosTexture->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la textura con color sólido
const color_t cheevosBGColor = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, cheevosBGColor.r, cheevosBGColor.g, cheevosBGColor.b, 0xFF);
SDL_RenderClear(renderer);
// Escribe la lista de logros en la textura
const std::string cheevosOwner = options->online.jailerID == "" ? "LOCAL ACHIEVEMENTS" : "ACHIEVEMENTS FOR " + toUpper(options->online.jailerID);
const std::string cheevosListCaption = cheevosOwner + " (" + std::to_string(cheevos->unlocked()) + " / " + std::to_string(cheevos->count()) + ")";
int pos = 2;
infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTexture->getWidth() / 2, pos, cheevosListCaption, 1, stringToColor(options->palette, "bright_green"));
pos += infoText->getCharacterSize();
const color_t cheevoLockedColor = stringToColor(options->palette, "white");
const color_t cheevoUnlockedColor = stringToColor(options->palette, "bright_green");
color_t cheevoColor;
SDL_SetRenderDrawColor(renderer, cheevoLockedColor.r, cheevoLockedColor.g, cheevoLockedColor.b, 0xFF);
const int lineX1 = (cheevosTextureWidth / 7) * 3;
const int lineX2 = lineX1 + ((cheevosTextureWidth / 7) * 1);
// Texture *iconTexture = new Texture(renderer, asset->get("notify.png"));
// Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, iconTexture, renderer);
for (auto cheevo : cheevosList)
{
cheevoColor = cheevo.completed ? cheevoUnlockedColor : cheevoLockedColor;
// sp->setPos({2, pos, iconSize, iconSize});
// sp->setSpriteClip({iconSize * 2, 0, iconSize, iconSize});
// sp->getTexture()->setColor(cheevoColor.r, cheevoColor.g, cheevoColor.b);
// sp->render();
pos += cheevosPadding;
int half = cheevosPadding / 2;
SDL_RenderDrawLine(renderer, lineX1, pos - half - 1, lineX2, pos - half - 1);
// infoText->writeColored(2 + iconSize + 2, pos, cheevo.caption, cheevoColor);
infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.caption, 1, cheevoColor);
pos += infoText->getCharacterSize() + 1;
// infoText->writeColored(2 + iconSize + 2, pos, cheevo.description, cheevoColor);
infoText->writeDX(TXT_CENTER | TXT_COLOR, cheevosTextureWidth / 2, pos, cheevo.description, 1, cheevoColor);
// pos += cheevosPadding;
pos += infoText->getCharacterSize();
}
// delete sp;
// delete iconTexture;
// Crea el sprite para el listado de logros
// cheevosSprite = new Sprite((GAMECANVAS_WIDTH - cheevosTexture->getWidth()) / 2, (GAMECANVAS_HEIGHT - cheevosTextureViewHeight) / 2, cheevosTexture->getWidth(), cheevosTexture->getHeight(), cheevosTexture, renderer);
cheevosSprite = new Sprite((GAMECANVAS_WIDTH - cheevosTexture->getWidth()) / 2, cheevosTexturePosY, cheevosTexture->getWidth(), cheevosTexture->getHeight(), cheevosTexture, renderer);
cheevosTextureView = {0, 0, cheevosTexture->getWidth(), cheevosTextureViewHeight};
cheevosSprite->setSpriteClip(cheevosTextureView);
}
// Oculta la lista de logros
void Title::hideCheevosList()
{
showCheevos = false;
cheevosTextureView.y = 0;
cheevosSprite->setSpriteClip(cheevosTextureView);
}