#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 "animated_sprite.h" // for AnimatedSprite #include "asset.h" // for Asset #include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH #include "global_events.h" // for check #include "global_inputs.h" // for check #include "input.h" // for Input #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() : screen_(Screen::get()), renderer_(Screen::get()->getRenderer()), resource_(Resource::get()), asset_(Asset::get()), input_(Input::get()) { // Reserva memoria para los punteros text_ = resource_->getText("smb2"); sprite_ = std::make_shared(resource_->getTexture("shine.png"), resource_->getAnimations("shine.ani")); // Inicializa variables options.section.section = Section::CREDITS; options.section.subsection = Subsection::NONE; sprite_->setPosition({194, 174, 8, 8}); // Cambia el color del borde screen_->setBorderColor(stringToColor(options.video.palette, "black")); // Crea la textura para el texto que se escribe en pantalla text_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (text_texture_ == nullptr) { if (options.console) { std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND); // Crea la textura para cubrir el rexto cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); if (cover_texture_ == nullptr) { if (options.console) { std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND); // Escribe el texto en la textura fillTexture(); } // Destructor Credits::~Credits() { SDL_DestroyTexture(text_texture_); SDL_DestroyTexture(cover_texture_); } // 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() { std::string keys = ""; if (options.keys == ControlScheme::CURSOR) { keys = "CURSORS"; } else if (options.keys == ControlScheme::OPQA) { keys = "O,P AND Q"; } else { keys = "A,D AND W"; } #ifndef GAME_CONSOLE texts_.clear(); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"INSTRUCTIONS:", stringToColor(options.video.palette, "yellow")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.video.palette, "white")}); texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.video.palette, "white")}); texts_.push_back({"JAIL TO FINISH THEM", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"KEYS:", stringToColor(options.video.palette, "yellow")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor(options.video.palette, "white")}); texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor(options.video.palette, "white")}); texts_.push_back({"H TO PAUSE THE GAME", stringToColor(options.video.palette, "white")}); texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options.video.palette, "white")}); texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options.video.palette, "white")}); texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.video.palette, "yellow")}); texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.video.palette, "yellow")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); texts_.push_back({"I LOVE JAILGAMES! ", stringToColor(options.video.palette, "white")}); texts_.push_back({"", stringToColor(options.video.palette, "white")}); #else texts.clear(); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"INSTRUCTIONS:", stringToColor(options.video.palette, "yellow")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.video.palette, "white")}); texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.video.palette, "white")}); texts.push_back({"JAIL TO FINISH THEM", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"KEYS:", stringToColor(options.video.palette, "yellow")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"B TO JUMP", stringToColor(options.video.palette, "white")}); texts.push_back({"R TO SWITCH THE MUSIC", stringToColor(options.video.palette, "white")}); texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor(options.video.palette, "white")}); texts.push_back({"START TO PAUSE", stringToColor(options.video.palette, "white")}); texts.push_back({"SELECT TO EXIT", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.video.palette, "yellow")}); texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.video.palette, "yellow")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options.video.palette, "white")}); texts.push_back({"", stringToColor(options.video.palette, "white")}); #endif } // Escribe el texto en la textura void Credits::fillTexture() { // Inicializa los textos iniTexts(); // Rellena la textura de texto SDL_SetRenderTarget(renderer_, text_texture_); Color c = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF); SDL_RenderClear(renderer_); // Escribe el texto en la textura const int size = text_->getCharacterSize(); int i = 0; for (auto t : texts_) { text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color); i++; } // Escribe el corazón const int textLenght = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght; text_->writeColored(posX, 176, "}", stringToColor(options.video.palette, "bright_red")); // Recoloca el sprite del brillo sprite_->setPosX(posX + 2); SDL_SetRenderTarget(renderer_, nullptr); // Rellena la textura que cubre el texto con color transparente SDL_SetRenderTarget(renderer_, cover_texture_); SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0x00); SDL_RenderClear(renderer_); // Los primeros 8 pixels crea una malla SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF); for (int i = 0; i < 256; i += 2) { SDL_RenderDrawPoint(renderer_, i, 0); SDL_RenderDrawPoint(renderer_, i, 2); SDL_RenderDrawPoint(renderer_, i, 4); SDL_RenderDrawPoint(renderer_, i, 6); SDL_RenderDrawPoint(renderer_, i + 1, 5); SDL_RenderDrawPoint(renderer_, i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, 256, 192}; SDL_RenderFillRect(renderer_, &rect); SDL_SetRenderTarget(renderer_, 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_->update(); // Actualiza el sprite con el brillo if (counter_ > 770) { sprite_->update(); } } } // Dibuja en pantalla void Credits::render() { // Prepara para empezar a dibujar en la textura de juego screen_->start(); // Limpia la pantalla screen_->clean(); if (counter_ < 1150) { // Dibuja la textura con el texto en pantalla SDL_RenderCopy(renderer_, text_texture_, nullptr, nullptr); // 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)}; SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)}; SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect); // Dibuja el sprite con el brillo sprite_->render(); } // Vuelca el contenido del renderizador en pantalla screen_->render(); } // Bucle para el logo del juego void Credits::run() { while (options.section.section == Section::CREDITS) { update(); checkEvents(); render(); } } // Cambia la paleta void Credits::switchPalette() { options.video.palette = options.video.palette == Palette::ZXSPECTRUM ? Palette::ZXARNE : Palette::ZXSPECTRUM; fillTexture(); }