#include "game/scenes/ending.hpp" #include #include // Para min #include "utils/defines.hpp" // Para GAME_SPEED #include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic #include "utils/global_events.hpp" // Para check #include "core/input/global_inputs.hpp" // Para check #include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, SectionS... #include "core/resources/resource.hpp" // Para Resource #include "core/rendering/screen.hpp" // Para Screen #include "core/rendering/surface_sprite.hpp" // Para SSprite #include "core/rendering/surface.hpp" // Para Surface #include "core/rendering/text.hpp" // Para Text, TEXT_STROKE #include "utils/utils.hpp" // Para PaletteColor // Constructor Ending::Ending() : counter_(-1), pre_counter_(0), cover_counter_(0), ticks_(0), current_scene_(0) { options.section.section = Section::ENDING; options.section.subsection = Subsection::NONE; // Inicializa los textos iniTexts(); // Inicializa las imagenes iniPics(); // Inicializa las escenas iniScenes(); // Cambia el color del borde Screen::get()->setBorderColor(static_cast(PaletteColor::BLACK)); // Crea la textura para cubrir el texto cover_surface_ = std::make_shared(options.game.width, options.game.height + 8); // Rellena la textura para la cortinilla fillCoverTexture(); } // Actualiza el objeto void Ending::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 updateCounters(); // Actualiza las cortinillas de los elementos updateSpriteCovers(); // Comprueba si se ha de cambiar de escena checkChangeScene(); // Actualiza el volumen de la musica updateMusicVolume(); // Actualiza el objeto Screen Screen::get()->update(); } } // Dibuja el final en pantalla void Ending::render() { // Prepara para empezar a dibujar en la textura de juego Screen::get()->start(); // Limpia la pantalla Screen::get()->clearSurface(static_cast(PaletteColor::BLACK)); // Dibuja las imagenes de la escena sprite_pics_.at(current_scene_).image_sprite->render(); sprite_pics_.at(current_scene_).cover_sprite->render(); // Dibuja los textos de la escena for (const auto& ti : scenes_.at(current_scene_).text_index) { if (counter_ > ti.trigger) { sprite_texts_.at(ti.index).image_sprite->render(); sprite_texts_.at(ti.index).cover_sprite->render(); } } // Dibuja la cortinilla de cambio de escena renderCoverTexture(); // Vuelca el contenido del renderizador en pantalla Screen::get()->render(); } // Comprueba el manejador de eventos void Ending::checkEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { globalEvents::check(event); } } // Comprueba las entradas void Ending::checkInput() { globalInputs::check(); } // Inicializa los textos void Ending::iniTexts() { // Vector con los textos std::vector texts; // Escena #0 texts.push_back({"HE FINALLY MANAGED", 32}); texts.push_back({"TO GET TO THE JAIL", 42}); texts.push_back({"WITH ALL HIS PROJECTS", 142}); texts.push_back({"READY TO BE FREED", 152}); // Escena #1 texts.push_back({"ALL THE JAILERS WERE THERE", 1}); texts.push_back({"WAITING FOR THE JAILGAMES", 11}); texts.push_back({"TO BE RELEASED", 21}); texts.push_back({"THERE WERE EVEN BARRULLS AND", 161}); texts.push_back({"BEGINNERS AMONG THE CROWD", 171}); texts.push_back({"BRY WAS CRYING...", 181}); // Escena #2 texts.push_back({"BUT SUDDENLY SOMETHING", 19}); texts.push_back({"CAUGHT HIS ATTENTION", 29}); // Escena #3 texts.push_back({"A PILE OF JUNK!", 36}); texts.push_back({"FULL OF NON WORKING TRASH!!", 46}); // Escena #4 texts.push_back({"AND THEN,", 36}); texts.push_back({"FOURTY NEW PROJECTS", 46}); texts.push_back({"WERE BORN...", 158}); // Crea los sprites sprite_texts_.clear(); for (const auto& txt : texts) { auto text = Resource::get()->getText("smb2"); const float WIDTH = text->lenght(txt.caption, 1) + 2 + 2; const float HEIGHT = text->getCharacterSize() + 2 + 2; auto text_color = static_cast(PaletteColor::WHITE); auto shadow_color = static_cast(PaletteColor::BLACK); EndingSurface st; // Crea la textura st.image_surface = std::make_shared(WIDTH, HEIGHT); auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(st.image_surface); text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, text_color, 2, shadow_color); // Crea el sprite st.image_sprite = std::make_shared(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight()); st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos); // Crea la cover_surface st.cover_surface = std::make_shared(WIDTH, HEIGHT + 8); Screen::get()->setRendererSurface(st.cover_surface); // Rellena la cover_surface con color transparente st.cover_surface->clear(static_cast(PaletteColor::TRANSPARENT)); // Crea una malla de 8 pixels de alto auto surface = Screen::get()->getRendererSurface(); auto color = static_cast(PaletteColor::BLACK); for (int i = 0; i < WIDTH; i += 2) { surface->putPixel(i, 0, color); surface->putPixel(i, 2, color); surface->putPixel(i, 4, color); surface->putPixel(i, 6, color); surface->putPixel(i + 1, 5, color); surface->putPixel(i + 1, 7, color); } // El resto se rellena de color sólido SDL_FRect rect = {0, 8, WIDTH, HEIGHT}; surface->fillRect(&rect, color); // Crea el sprite st.cover_sprite = std::make_shared(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8); st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos); st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight()); // Inicializa variables st.cover_clip_desp = 8; st.cover_clip_height = HEIGHT; sprite_texts_.push_back(st); Screen::get()->setRendererSurface(previuos_renderer); } } // Inicializa las imagenes void Ending::iniPics() { // Vector con las rutas y la posición std::vector pics; pics.push_back({"ending1.gif", 48}); pics.push_back({"ending2.gif", 26}); pics.push_back({"ending3.gif", 29}); pics.push_back({"ending4.gif", 63}); pics.push_back({"ending5.gif", 53}); // Crea los sprites sprite_pics_.clear(); for (const auto& pic : pics) { EndingSurface sp; // Crea la texture sp.image_surface = Resource::get()->getSurface(pic.caption); sp.image_surface->setTransparentColor(); const float WIDTH = sp.image_surface->getWidth(); const float HEIGHT = sp.image_surface->getHeight(); // Crea el sprite sp.image_sprite = std::make_shared(sp.image_surface, 0, 0, WIDTH, HEIGHT); sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos); // Crea la cover_surface sp.cover_surface = std::make_shared(WIDTH, HEIGHT + 8); auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(sp.cover_surface); // Rellena la cover_surface con color transparente sp.cover_surface->clear(static_cast(PaletteColor::TRANSPARENT)); // Crea una malla en los primeros 8 pixels auto surface = Screen::get()->getRendererSurface(); auto color = static_cast(PaletteColor::BLACK); for (int i = 0; i < WIDTH; i += 2) { surface->putPixel(i, 0, color); surface->putPixel(i, 2, color); surface->putPixel(i, 4, color); surface->putPixel(i, 6, color); surface->putPixel(i + 1, 5, color); surface->putPixel(i + 1, 7, color); } // El resto se rellena de color sólido SDL_FRect rect = {0.0F, 8.0F, WIDTH, HEIGHT}; surface->fillRect(&rect, color); // Crea el sprite sp.cover_sprite = std::make_shared(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8); sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos); sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight()); // Inicializa variables sp.cover_clip_desp = 8; sp.cover_clip_height = HEIGHT; sprite_pics_.push_back(sp); Screen::get()->setRendererSurface(previuos_renderer); } } // Inicializa las escenas void Ending::iniScenes() { // Variable para los tiempos int trigger; constexpr int LAPSE = 80; // Crea el contenedor SceneData sc; // Inicializa el vector scenes_.clear(); // Crea la escena #0 sc.counter_end = 1000; sc.picture_index = 0; sc.text_index.clear(); trigger = 85 * 2; trigger += LAPSE; sc.text_index.push_back({0, trigger}); trigger += LAPSE; sc.text_index.push_back({1, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({2, trigger}); trigger += LAPSE; sc.text_index.push_back({3, trigger}); scenes_.push_back(sc); // Crea la escena #1 sc.counter_end = 1400; sc.picture_index = 1; sc.text_index.clear(); trigger = 140 * 2; trigger += LAPSE; sc.text_index.push_back({4, trigger}); trigger += LAPSE; sc.text_index.push_back({5, trigger}); trigger += LAPSE; sc.text_index.push_back({6, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({7, trigger}); trigger += LAPSE; sc.text_index.push_back({8, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({9, trigger}); scenes_.push_back(sc); // Crea la escena #2 sc.counter_end = 1000; sc.picture_index = 2; sc.text_index.clear(); trigger = 148 / 2; trigger += LAPSE; sc.text_index.push_back({10, trigger}); trigger += LAPSE; sc.text_index.push_back({11, trigger}); scenes_.push_back(sc); // Crea la escena #3 sc.counter_end = 800; sc.picture_index = 3; sc.text_index.clear(); trigger = 87 / 2; trigger += LAPSE; sc.text_index.push_back({12, trigger}); trigger += LAPSE / 2; sc.text_index.push_back({13, trigger}); scenes_.push_back(sc); // Crea la escena #4 sc.counter_end = 1000; sc.picture_index = 4; sc.text_index.clear(); trigger = 91 * 2; trigger += LAPSE; sc.text_index.push_back({14, trigger}); trigger += LAPSE * 2; sc.text_index.push_back({15, trigger}); trigger += LAPSE * 3; sc.text_index.push_back({16, trigger}); scenes_.push_back(sc); } // Bucle principal void Ending::run() { JA_PlayMusic(Resource::get()->getMusic("ending1.ogg")); while (options.section.section == Section::ENDING) { update(); checkEvents(); render(); } JA_StopMusic(); JA_SetVolume(128); } // Actualiza los contadores void Ending::updateCounters() { // Incrementa el contador if (pre_counter_ < 200) { pre_counter_++; } else { counter_++; } if (counter_ > scenes_[current_scene_].counter_end - 100) { cover_counter_++; } } // Actualiza las cortinillas de los elementos void Ending::updateSpriteCovers() { // Actualiza la cortinilla de los textos if (counter_ % 4 == 0) { for (auto ti : scenes_.at(current_scene_).text_index) { if (counter_ > ti.trigger) { if (sprite_texts_.at(ti.index).cover_clip_desp > 0) { sprite_texts_.at(ti.index).cover_clip_desp -= 2; } else if (sprite_texts_.at(ti.index).cover_clip_height > 0) { sprite_texts_.at(ti.index).cover_clip_height -= 2; sprite_texts_.at(ti.index).cover_sprite->setY(sprite_texts_.at(ti.index).cover_sprite->getY() + 2); } sprite_texts_.at(ti.index).cover_sprite->setClip(0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height); } } } // Actualiza la cortinilla de las imágenes if (counter_ % 2 == 0) { if (sprite_pics_.at(current_scene_).cover_clip_desp > 0) { sprite_pics_.at(current_scene_).cover_clip_desp -= 2; } else if (sprite_pics_.at(current_scene_).cover_clip_height > 0) { sprite_pics_.at(current_scene_).cover_clip_height -= 2; if (sprite_pics_.at(current_scene_).cover_clip_height < 0) { sprite_pics_.at(current_scene_).cover_clip_height = 0; } sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2); } sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height); } } // Comprueba si se ha de cambiar de escena void Ending::checkChangeScene() { if (counter_ > scenes_[current_scene_].counter_end) { current_scene_++; counter_ = 0; cover_counter_ = 0; if (current_scene_ == 5) { // Termina el bucle options.section.section = Section::ENDING2; // Mantiene los valores anteriores current_scene_ = 4; cover_counter_ = 100; } } } // Rellena la textura para la cortinilla void Ending::fillCoverTexture() { // Rellena la textura que cubre el texto con color transparente auto previuos_renderer = Screen::get()->getRendererSurface(); Screen::get()->setRendererSurface(cover_surface_); cover_surface_->clear(static_cast(PaletteColor::TRANSPARENT)); // Los primeros 8 pixels crea una malla const Uint8 color = static_cast(PaletteColor::BLACK); auto surface = Screen::get()->getRendererSurface(); for (int i = 0; i < 256; i += 2) { surface->putPixel(i + 0, options.game.height + 0, color); surface->putPixel(i + 1, options.game.height + 1, color); surface->putPixel(i + 0, options.game.height + 2, color); surface->putPixel(i + 1, options.game.height + 3, color); surface->putPixel(i, options.game.height + 4, color); surface->putPixel(i, options.game.height + 6, color); } // El resto se rellena de color sólido SDL_FRect rect = {0, 0, 256, options.game.height}; surface->fillRect(&rect, color); Screen::get()->setRendererSurface(previuos_renderer); } // Dibuja la cortinilla de cambio de escena void Ending::renderCoverTexture() { if (cover_counter_ > 0) { // Dibuja la textura que cubre el texto const int OFFSET = std::min(cover_counter_, 100); SDL_FRect srcRect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F}; SDL_FRect dstRect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F}; cover_surface_->render(&srcRect, &dstRect); } } // Actualiza el volumen de la musica void Ending::updateMusicVolume() { if (current_scene_ == 4 && cover_counter_ > 0) { const float step = (100.0f - cover_counter_) / 100.0f; const int volume = 128 * step; JA_SetVolume(volume); } }