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jaildoctors_dilemma/source/scoreboard.cpp

193 lines
6.4 KiB
C++

#include "scoreboard.h"
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "animated_sprite.h" // for AnimatedSprite
#include "defines.h" // for BLOCK
#include "options.h" // for Options, options, OptionsVideo, Cheat
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "text.h" // for Text
#include "texture.h" // for Texture
// Constructor
Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
: data_(data),
clock_(ClockData())
{
const int TEXTURE_WIDTH_ = options.game.width;
constexpr int TEXTURE_HEIGHT_ = 6 * BLOCK;
// Reserva memoria para los objetos
item_texture_ = Resource::get()->getTexture("items.png");
auto player_texture = Resource::get()->getTexture(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png");
auto player_animations = Resource::get()->getAnimations(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani");
player_sprite_ = std::make_shared<AnimatedSprite>(player_texture, player_animations);
player_sprite_->setCurrentAnimation("walk_menu");
texture_ = createTexture(Screen::get()->getRenderer(), TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
texture_dest_ = {0, options.game.height - TEXTURE_HEIGHT_, TEXTURE_WIDTH_, TEXTURE_HEIGHT_};
// Inicializa las variables
counter_ = 0;
change_color_speed_ = 4;
is_paused_ = false;
paused_time_ = 0;
paused_time_elapsed_ = 0;
items_color_ = stringToColor(options.video.palette, "white");
// Inicializa el vector de colores
const std::vector<std::string> COLORS = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"};
for (const auto &color : COLORS)
{
color_.push_back(stringToColor(options.video.palette, color));
}
}
// Destructor
Scoreboard::~Scoreboard()
{
SDL_DestroyTexture(texture_);
}
// Pinta el objeto en pantalla
void Scoreboard::render()
{
SDL_RenderCopy(Screen::get()->getRenderer(), texture_, nullptr, &texture_dest_);
}
// Actualiza las variables del objeto
void Scoreboard::update()
{
counter_++;
player_sprite_->update();
// Actualiza el color de la cantidad de items recogidos
updateItemsColor();
// Dibuja la textura
fillTexture();
if (!is_paused_)
{
// Si está en pausa no se actualiza el reloj
clock_ = getTime();
}
}
// Obtiene el tiempo transcurrido de partida
Scoreboard::ClockData Scoreboard::getTime()
{
const Uint32 timeElapsed = SDL_GetTicks() - data_->ini_clock - paused_time_elapsed_;
ClockData time;
time.hours = timeElapsed / 3600000;
time.minutes = timeElapsed / 60000;
time.seconds = timeElapsed / 1000;
time.separator = (timeElapsed % 1000 <= 500) ? ":" : " ";
return time;
}
// Pone el marcador en modo pausa
void Scoreboard::setPaused(bool value)
{
if (is_paused_ == value)
{
// Evita ejecutar lógica si el estado no cambia
return;
}
is_paused_ = value;
if (is_paused_)
{
// Guarda el tiempo actual al pausar
paused_time_ = SDL_GetTicks();
}
else
{
// Calcula el tiempo pausado acumulado al reanudar
paused_time_elapsed_ += SDL_GetTicks() - paused_time_;
}
}
// Actualiza el color de la cantidad de items recogidos
void Scoreboard::updateItemsColor()
{
if (!data_->jail_is_open)
{
return;
}
if (counter_ % 20 < 10)
{
items_color_ = stringToColor(options.video.palette, "white");
}
else
{
items_color_ = stringToColor(options.video.palette, "magenta");
}
}
// Devuelve la cantidad de minutos de juego transcurridos
int Scoreboard::getMinutes()
{
return getTime().minutes;
}
// Dibuja los elementos del marcador en la textura
void Scoreboard::fillTexture()
{
// Empieza a dibujar en la textura
auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
SDL_SetRenderTarget(Screen::get()->getRenderer(), texture_);
// Limpia la textura
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
SDL_RenderFillRect(Screen::get()->getRenderer(), nullptr);
// Anclas
constexpr int LINE1 = BLOCK;
constexpr int LINE2 = 3 * BLOCK;
// Dibuja las vidas
const int desp = (counter_ / 40) % 8;
const int frame = desp % 4;
player_sprite_->setCurrentAnimationFrame(frame);
player_sprite_->setPosY(LINE2);
for (int i = 0; i < data_->lives; ++i)
{
player_sprite_->setPosX(8 + (16 * i) + desp);
const int index = i % color_.size();
player_sprite_->getTexture()->setColor(color_[index].r, color_[index].g, color_[index].b);
player_sprite_->render();
}
// Muestra si suena la música
if (data_->music)
{
const Color c = data_->color;
SDL_Rect clip = {0, 8, 8, 8};
item_texture_->setColor(c.r, c.g, c.b);
item_texture_->render(20 * BLOCK, LINE2, &clip);
}
// Escribe los textos
auto text = Resource::get()->getText("smb2");
const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
text->writeColored(BLOCK, LINE1, "Items collected ", data_->color);
text->writeColored(17 * BLOCK, LINE1, ITEMS_TEXT, items_color_);
text->writeColored(20 * BLOCK, LINE1, " Time ", data_->color);
text->writeColored(26 * BLOCK, LINE1, TIME_TEXT, stringToColor(options.video.palette, "white"));
const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
text->writeColored(22 * BLOCK, LINE2, "Rooms", stringToColor(options.video.palette, "white"));
text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor(options.video.palette, "white"));
// Deja el renderizador como estaba
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
}