forked from jaildesigner-jailgames/jaildoctors_dilemma
228 lines
6.3 KiB
C++
228 lines
6.3 KiB
C++
#include "loading_screen.h"
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <stdlib.h> // Para rand
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#include "defines.h" // Para GAME_SPEED
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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#include "jail_audio.h" // Para JA_PlayMusic, JA_SetVolume, JA_StopMusic
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#include "options.h" // Para Options, options, SectionState, Options...
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#include "resource.h" // Para Resource
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#include "s_sprite.h" // Para SSprite
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#include "screen.h" // Para Screen
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#include "surface.h" // Para Surface
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#include "utils.h" // Para stringToColor, PaletteColor
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// Constructor
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LoadingScreen::LoadingScreen()
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: mono_loading_screen_surface_(Resource::get()->getSurface("loading_screen_bn.gif")),
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color_loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
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mono_loading_screen_sprite_(std::make_shared<SSprite>(mono_loading_screen_surface_, 0, 0, mono_loading_screen_surface_->getWidth(), mono_loading_screen_surface_->getHeight())),
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color_loading_screen_sprite_(std::make_shared<SSprite>(color_loading_screen_surface_, 0, 0, color_loading_screen_surface_->getWidth(), color_loading_screen_surface_->getHeight())),
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screen_surface_(std::make_shared<Surface>(options.game.width, options.game.height))
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{
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// Configura la superficie donde se van a pintar los sprites
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screen_surface_->clear(static_cast<Uint8>(PaletteColor::WHITE));
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// Inicializa variables
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options.section.section = Section::LOADING_SCREEN;
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options.section.subsection = Subsection::NONE;
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// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
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for (int i = 0; i < 192; ++i)
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{
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if (i < 64)
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{ // Primer bloque de 2K
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line_index_[i] = ((i % 8) * 8) + (i / 8);
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}
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else if (i < 128)
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{ // Segundo bloque de 2K
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line_index_[i] = 64 + ((i % 8) * 8) + ((i - 64) / 8);
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}
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else
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{ // Tercer bloque de 2K
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line_index_[i] = 128 + ((i % 8) * 8) + ((i - 128) / 8);
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}
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}
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// Cambia el color del borde
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Screen::get()->setBorderColor(stringToColor("black"));
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}
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// Destructor
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LoadingScreen::~LoadingScreen()
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{
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JA_StopMusic();
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}
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// Comprueba el manejador de eventos
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void LoadingScreen::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void LoadingScreen::checkInput()
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{
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globalInputs::check();
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}
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// Gestiona el contador de carga
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void LoadingScreen::updateLoad()
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{
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// Primera parte de la carga, la parte en blanco y negro
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if (loading_first_part_)
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{
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// Cada 5 pasos el load_counter_ se incrementa en uno
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constexpr int NUM_STEPS = 5;
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constexpr int STEPS = 51;
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load_counter_ = counter_ / NUM_STEPS;
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if (load_counter_ < 192)
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{
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load_rect_.x = STEPS * (counter_ % NUM_STEPS);
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load_rect_.y = line_index_[load_counter_];
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mono_loading_screen_sprite_->setClip(load_rect_);
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mono_loading_screen_sprite_->setPosition(load_rect_);
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}
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// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
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else if (load_counter_ == 192)
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{
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loading_first_part_ = false;
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load_counter_ = 0;
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load_rect_ = {0, 0, 16, 8};
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color_loading_screen_sprite_->setClip(load_rect_);
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color_loading_screen_sprite_->setPosition(load_rect_);
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JA_PlayMusic(Resource::get()->getMusic("loading_sound3.ogg"));
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}
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}
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// Segunda parte de la carga, la parte de los bloques en color
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else
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{
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load_counter_ += 2;
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load_rect_.x = (load_counter_ * 8) % 256;
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load_rect_.y = (load_counter_ / 32) * 8;
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color_loading_screen_sprite_->setClip(load_rect_);
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color_loading_screen_sprite_->setPosition(load_rect_);
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// Comprueba si ha terminado la intro
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if (load_counter_ >= 768)
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{
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options.section.section = Section::TITLE;
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options.section.subsection = Subsection::TITLE_WITH_LOADING_SCREEN;
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JA_StopMusic();
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}
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}
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}
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// Gestiona el contador interno
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void LoadingScreen::updateCounter()
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{
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(pre_counter_ >= 50) ? counter_++ : pre_counter_++;
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if (counter_ == 1)
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{
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JA_PlayMusic(Resource::get()->getMusic("loading_sound2.ogg"));
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}
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}
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// Dibuja la pantalla de carga
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void LoadingScreen::renderLoad()
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{
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(screen_surface_);
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loading_first_part_ ? mono_loading_screen_sprite_->render(1, stringToColor("black")) : color_loading_screen_sprite_->render();
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Dibuja el efecto de carga en el borde
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void LoadingScreen::renderBorder()
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{
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// Obtiene la Surface del borde
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auto border = Screen::get()->getBorderSurface();
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// Pinta el borde de color azul
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border->clear(stringToColor("blue"));
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// Añade lineas amarillas
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const Uint8 COLOR = stringToColor("yellow");
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const int WIDTH = options.game.width + (options.video.border.width * 2);
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const int HEIGHT = options.game.height + (options.video.border.height * 2);
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bool draw_enabled = rand() % 2 == 0 ? true : false;
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int row = 0;
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while (row < HEIGHT)
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{
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const int ROW_HEIGHT = (rand() % 4) + 3;
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if (draw_enabled)
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{
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for (int i = row; i < row + ROW_HEIGHT; ++i)
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{
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border->drawLine(0, i, WIDTH, i, COLOR);
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}
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}
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row += ROW_HEIGHT;
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draw_enabled = !draw_enabled;
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}
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}
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// Actualiza las variables
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void LoadingScreen::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks_ > GAME_SPEED)
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{
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ticks_ = SDL_GetTicks();
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checkInput();
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updateCounter();
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updateLoad();
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renderLoad();
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Screen::get()->update();
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}
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}
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// Dibuja en pantalla
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void LoadingScreen::render()
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{
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if (options.video.border.enabled)
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{
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// Dibuja el efecto de carga en el borde
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renderBorder();
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}
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// Prepara para empezar a dibujar en la textura de juego
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Screen::get()->start();
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Screen::get()->clearSurface(stringToColor("white"));
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// Copia la surface a la surface de Screen
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screen_surface_->render(0, 0);
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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}
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// Bucle para el logo del juego
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void LoadingScreen::run()
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{
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// Inicia el sonido de carga
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JA_SetVolume(64);
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JA_PlayMusic(Resource::get()->getMusic("loading_sound1.ogg"));
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// Limpia la pantalla
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Screen::get()->start();
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Screen::get()->clearRenderer();
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Screen::get()->render();
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while (options.section.section == Section::LOADING_SCREEN)
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{
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update();
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checkEvents();
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render();
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}
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JA_SetVolume(128);
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} |