#include "ending.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 "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 "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM... #include "options.h" // for Options, options, OptionsVideo, Sect... #include "resource.h" // for Resource #include "screen.h" // for Screen #include "sprite.h" // for Sprite #include "text.h" // for Text, TEXT_STROKE #include "texture.h" // for Texture #include "utils.h" // for Color, stringToColor, Palette // 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(stringToColor(options.video.palette, "black")); // Crea la textura para cubrir el rexto cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8); if (cover_texture_ == nullptr) { if (options.console) { std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; } } SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND); // Rellena la textura para la cortinilla fillCoverTexture(); } // Destructor Ending::~Ending() { // Libera la memoria de los objetos SDL_DestroyTexture(cover_texture_); } // 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(); 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()->clean(stringToColor(options.video.palette, "black")); // Dibuja las imagenes de la escena sprite_pics_[current_scene_].sprite->render(); sprite_pics_[current_scene_].cover_sprite->render(); // Dibuja los textos de la escena for (auto ti : scenes_[current_scene_].text_index) { if (counter_ > ti.trigger) { sprite_texts_[ti.index].sprite->render(); sprite_texts_[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 &t : texts) { auto text = Resource::get()->getText("smb2"); const int WIDTH = text->lenght(t.caption, 1) + 2 + 2; const int HEIGHT = text->getCharacterSize() + 2 + 2; Color color = stringToColor(options.video.palette, "black"); EndingTexture st; // Crea la texture st.texture = std::make_shared(Screen::get()->getRenderer()); st.texture->createBlank(WIDTH, HEIGHT); st.texture->setAsRenderTarget(Screen::get()->getRenderer()); st.texture->setBlendMode(SDL_BLENDMODE_BLEND); text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, color, 2, color); // Crea el sprite st.sprite = std::make_shared(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight()); st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos); // Crea la coverTexture st.cover_texture = std::make_shared(Screen::get()->getRenderer()); st.cover_texture->createBlank(WIDTH, HEIGHT + 8); st.cover_texture->setAsRenderTarget(Screen::get()->getRenderer()); st.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND); // Rellena la coverTexture con color transparente SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); // Los primeros 8 pixels crea una malla color = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF); for (int i = 0; i < WIDTH; i += 2) { SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, WIDTH, HEIGHT}; color = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF); SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); // Crea el sprite st.cover_sprite = std::make_shared(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8); st.cover_sprite->setPosition((GAMECANVAS_WIDTH - st.cover_texture->getWidth()) / 2, t.pos); st.cover_sprite->setClip(0, 8, -1, -1); // Inicializa variables st.clip_desp = 8; st.clip_height = HEIGHT; sprite_texts_.push_back(st); } } // Inicializa las imagenes void Ending::iniPics() { // Vector con las rutas y la posición std::vector pics; if (options.video.palette == Palette::ZXSPECTRUM) { pics.push_back({"ending1.png", 48}); pics.push_back({"ending2.png", 26}); pics.push_back({"ending3.png", 29}); pics.push_back({"ending4.png", 63}); pics.push_back({"ending5.png", 53}); } else { pics.push_back({"ending1_zxarne.png", 48}); pics.push_back({"ending2_zxarne.png", 26}); pics.push_back({"ending3_zxarne.png", 29}); pics.push_back({"ending4_zxarne.png", 63}); pics.push_back({"ending5_zxarne.png", 53}); } // Crea los sprites sprite_pics_.clear(); for (const auto &p : pics) { EndingTexture sp; // Crea la texture sp.texture = Resource::get()->getTexture(p.caption); const int width = sp.texture->getWidth(); const int height = sp.texture->getHeight(); // Crea el sprite sp.sprite = std::make_shared(sp.texture, 0, 0, width, height); sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos); // Crea la coverTexture sp.cover_texture = std::make_shared(Screen::get()->getRenderer()); sp.cover_texture->createBlank(width, height + 8); sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer()); sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND); // Rellena la coverTexture con color transparente SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); // Los primeros 8 pixels crea una malla Color c = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF); for (int i = 0; i < width; i += 2) { SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7); } // El resto se rellena de color sólido SDL_Rect rect = {0, 8, width, height}; c = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF); SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); // Crea el sprite sp.cover_sprite = std::make_shared(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8); sp.cover_sprite->setPosition((GAMECANVAS_WIDTH - sp.cover_texture->getWidth()) / 2, p.pos); sp.cover_sprite->setClip(0, 8, -1, -1); // Inicializa variables sp.clip_desp = 8; sp.clip_height = height; sprite_pics_.push_back(sp); } } // Inicializa las escenas void Ending::iniScenes() { // Variable para los tiempos int trigger; const 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_[current_scene_].text_index) { if (counter_ > ti.trigger) { if (sprite_texts_[ti.index].clip_desp > 0) { sprite_texts_[ti.index].clip_desp -= 2; } else if (sprite_texts_[ti.index].clip_height > 0) { sprite_texts_[ti.index].clip_height -= 2; sprite_texts_[ti.index].cover_sprite->setY(sprite_texts_[ti.index].cover_sprite->getY() + 2); } sprite_texts_[ti.index].cover_sprite->setClip(0, sprite_texts_[ti.index].clip_desp, sprite_texts_[ti.index].cover_sprite->getWidth(), sprite_texts_[ti.index].clip_height); } } } // Actualiza la cortinilla de las imagenes if (counter_ % 2 == 0) { if (sprite_pics_[current_scene_].clip_desp > 0) { sprite_pics_[current_scene_].clip_desp -= 2; } else if (sprite_pics_[current_scene_].clip_height > 0) { sprite_pics_[current_scene_].clip_height -= 2; if (sprite_pics_[current_scene_].clip_height < 0) { sprite_pics_[current_scene_].clip_height = 0; } sprite_pics_[current_scene_].cover_sprite->setY(sprite_pics_[current_scene_].cover_sprite->getY() + 2); } sprite_pics_[current_scene_].cover_sprite->setClip(0, sprite_pics_[current_scene_].clip_desp, sprite_pics_[current_scene_].cover_sprite->getWidth(), sprite_pics_[current_scene_].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 SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_texture_); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0); SDL_RenderClear(Screen::get()->getRenderer()); // Los primeros 8 pixels crea una malla const Color color = stringToColor(options.video.palette, "black"); SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF); for (int i = 0; i < 256; i += 2) { SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 0); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 1); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 2); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 3); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 4); SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 6); } // El resto se rellena de color sólido SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT}; SDL_RenderFillRect(Screen::get()->getRenderer(), &rect); SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr); } // 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_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, offset * 2}; SDL_Rect dstRect = {0, 0, 256, offset * 2}; SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &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); } }