#include "credits.h" #include // for SDL_BLENDMODE_BLEND #include // for SDL_GetError #include // for SDL_PollEvent, SDL_Event #include // for SDL_PIXELFORMAT_RGBA8888 #include // for SDL_Rect #include // for SDL_GetTicks #include // for min #include // for basic_ostream, operator<<, cout, endl #include "s_animated_sprite.h" // for SAnimatedSprite #include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH #include "global_events.h" // for check #include "global_inputs.h" // for check #include "options.h" // for Options, options, OptionsVideo, Sect... #include "resource.h" // for Resource #include "screen.h" // for Screen #include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR // Constructor Credits::Credits() : shining_sprite_(std::make_shared(Resource::get()->getSurface("shine.gif"), Resource::get()->getAnimations("shine.ani"))) { // Inicializa variables options.section.section = Section::CREDITS; options.section.subsection = Subsection::NONE; shining_sprite_->setPos({194, 174, 8, 8}); // Cambia el color del borde Screen::get()->setBorderColor(stringToColor("black")); // Crea la textura para el texto que se escribe en pantalla text_surface_ = std::make_shared(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height); // Crea la textura para cubrir el rexto cover_surface_ = std::make_shared(Screen::get()->getRenderSurfaceData(), options.game.width, options.game.height); // Escribe el texto en la textura fillTexture(); } // Comprueba el manejador de eventos void Credits::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { globalEvents::check(event); } } // Comprueba las entradas void Credits::checkInput() { globalInputs::check(); } // Inicializa los textos void Credits::iniTexts() { #ifndef GAME_CONSOLE std::string keys = ""; switch (options.keys) { case ControlScheme::CURSOR: keys = "CURSORS"; break; case ControlScheme::OPQA: keys = "O,P AND Q"; break; case ControlScheme::WASD: keys = "A,D AND W"; break; default: break; } texts_.clear(); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"INSTRUCTIONS:", stringToColor("yellow")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")}); texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")}); texts_.push_back({"JAIL TO FINISH THEM", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"KEYS:", stringToColor("yellow")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor("white")}); texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor("white")}); texts_.push_back({"H TO PAUSE THE GAME", stringToColor("white")}); texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor("white")}); texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor("white")}); texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")}); texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); texts_.push_back({"I LOVE JAILGAMES! ", stringToColor("white")}); texts_.push_back({"", stringToColor("white")}); #else texts.clear(); texts.push_back({"", stringToColor("white")}); texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")}); texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")}); texts.push_back({"JAIL TO FINISH THEM", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"KEYS:", stringToColor("yellow")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"B TO JUMP", stringToColor("white")}); texts.push_back({"R TO SWITCH THE MUSIC", stringToColor("white")}); texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor("white")}); texts.push_back({"START TO PAUSE", stringToColor("white")}); texts.push_back({"SELECT TO EXIT", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")}); texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); texts.push_back({"I LOVE JAILGAMES! ", stringToColor("white")}); texts.push_back({"", stringToColor("white")}); #endif } // Escribe el texto en la textura void Credits::fillTexture() { // Inicializa los textos iniTexts(); // Rellena la textura de texto Screen::get()->setRenderSurfaceData(text_surface_); Screen::get()->clear(stringToColor("black")); auto text = Resource::get()->getText("smb2"); // Escribe el texto en la textura const int SIZE = text->getCharacterSize(); int pos_y = 0; for (const auto &t : texts_) { text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color); pos_y++; } // Escribe el corazón const int TEXT_LENGHT = text->lenght(texts_[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT; text->writeColored(POS_X, 176, "}", stringToColor("bright_red")); // Recoloca el sprite del brillo shining_sprite_->setPosX(POS_X + 2); Screen::get()->setRenderSurfaceData(nullptr); // Rellena la textura que cubre el texto con color transparente Screen::get()->setRenderSurfaceData(text_surface_); Screen::get()->clear(stringToColor("transparent")); // Los primeros 8 pixels crea una malla auto surface = Screen::get()->getRenderSurfaceData(); auto color = stringToColor("black"); for (int i = 0; i < 256; i += 2) { text_surface_->putPixel(surface, i, 0, color); text_surface_->putPixel(surface, i, 2, color); text_surface_->putPixel(surface, i, 4, color); text_surface_->putPixel(surface, i, 6, color); text_surface_->putPixel(surface, i + 1, 5, color); text_surface_->putPixel(surface, i + 1, 7, color); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, 256, 192}; text_surface_->fillRect(surface, &rect, color); Screen::get()->setRenderSurfaceData(nullptr); } // Actualiza el contador void Credits::updateCounter() { // Incrementa el contador if (counter_enabled_) { counter_++; if (counter_ == 224 || counter_ == 544 || counter_ == 672) { counter_enabled_ = false; } } else { sub_counter_++; if (sub_counter_ == 100) { counter_enabled_ = true; sub_counter_ = 0; } } // Comprueba si ha terminado la sección if (counter_ > 1200) { options.section.section = Section::DEMO; } } // Actualiza las variables void Credits::update() { // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego if (SDL_GetTicks() - ticks_ > GAME_SPEED) { // Actualiza el contador de ticks ticks_ = SDL_GetTicks(); // Comprueba las entradas checkInput(); // Actualiza el contador updateCounter(); Screen::get()->update(); // Actualiza el sprite con el brillo if (counter_ > 770) { shining_sprite_->update(); } } } // Dibuja en pantalla void Credits::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clear(1); if (counter_ < 1150) { // Dibuja la textura con el texto en pantalla text_surface_->render(0, 0); // Dibuja la textura que cubre el texto const int offset = std::min(counter_ / 8, 192 / 2); SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)}; cover_surface_->render(0, offset * 2, &srcRect); // Dibuja el sprite con el brillo shining_sprite_->render(); } // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Bucle para el logo del juego void Credits::run() { while (options.section.section == Section::CREDITS) { update(); checkEvents(); render(); } }