Files
jaildoctors_dilemma/source/credits.cpp

299 lines
8.6 KiB
C++

#include "credits.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
#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 <algorithm> // for min
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "s_animated_sprite.h" // for SAnimatedSprite
#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#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()
: shining_sprite_(std::make_shared<SAnimatedSprite>(Resource::get()->getSurface("shine.gif"), Resource::get()->getAnimations("shine.ani")))
{
// Inicializa variables
options.section.section = Section::CREDITS;
options.section.subsection = Subsection::NONE;
shining_sprite_->setPos({194, 174, 8, 8});
// Cambia el color del borde
Screen::get()->setBorderColor(stringToColor("black"));
// Crea la textura para el texto que se escribe en pantalla
text_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
// Crea la textura para cubrir el rexto
cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
// Escribe el texto en la textura
fillTexture();
}
// 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()
{
#ifndef GAME_CONSOLE
std::string keys = "";
switch (options.keys)
{
case ControlScheme::CURSOR:
keys = "CURSORS";
break;
case ControlScheme::OPQA:
keys = "O,P AND Q";
break;
case ControlScheme::WASD:
keys = "A,D AND W";
break;
default:
break;
}
texts_.clear();
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")});
texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")});
texts_.push_back({"JAIL TO FINISH THEM", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"KEYS:", stringToColor("yellow")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor("white")});
texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor("white")});
texts_.push_back({"H TO PAUSE THE GAME", stringToColor("white")});
texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor("white")});
texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor("white")});
texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
texts_.push_back({"I LOVE JAILGAMES! ", stringToColor("white")});
texts_.push_back({"", stringToColor("white")});
#else
texts.clear();
texts.push_back({"", stringToColor("white")});
texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor("white")});
texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor("white")});
texts.push_back({"JAIL TO FINISH THEM", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"KEYS:", stringToColor("yellow")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"B TO JUMP", stringToColor("white")});
texts.push_back({"R TO SWITCH THE MUSIC", stringToColor("white")});
texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor("white")});
texts.push_back({"START TO PAUSE", stringToColor("white")});
texts.push_back({"SELECT TO EXIT", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
texts.push_back({"I LOVE JAILGAMES! ", stringToColor("white")});
texts.push_back({"", stringToColor("white")});
#endif
}
// Escribe el texto en la textura
void Credits::fillTexture()
{
// Inicializa los textos
iniTexts();
// Rellena la textura de texto
Screen::get()->setRendererSurface(text_surface_);
text_surface_->clear(stringToColor("black"));
auto text = Resource::get()->getText("smb2");
// Escribe el texto en la textura
const int SIZE = text->getCharacterSize();
int pos_y = 0;
for (const auto &t : texts_)
{
text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color);
pos_y++;
}
// Escribe el corazón
const int TEXT_LENGHT = text->lenght(texts_[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT;
text->writeColored(POS_X, 176, "}", stringToColor("bright_red"));
// Recoloca el sprite del brillo
shining_sprite_->setPosX(POS_X + 2);
Screen::get()->setRendererSurface(nullptr);
// Rellena la textura que cubre el texto con color transparente
Screen::get()->setRendererSurface(text_surface_);
text_surface_->clear(stringToColor("transparent"));
// Los primeros 8 pixels crea una malla
auto surface = Screen::get()->getRendererSurface();
auto color = stringToColor("black");
for (int i = 0; i < 256; 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_Rect rect = {0, 8, 256, 192};
surface->fillRect(&rect, color);
for (int i = 0; i < 256; 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
rect = {0, 8, 256, 192};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(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::get()->update();
// Actualiza el sprite con el brillo
if (counter_ > 770)
{
shining_sprite_->update();
}
}
}
// Dibuja en pantalla
void Credits::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clearSurface(1);
if (counter_ < 1150)
{
// Dibuja la textura con el texto en pantalla
text_surface_->render(0, 0);
// 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)};
cover_surface_->render(0, offset * 2, &srcRect);
// Dibuja el sprite con el brillo
shining_sprite_->render();
}
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Bucle para el logo del juego
void Credits::run()
{
while (options.section.section == Section::CREDITS)
{
update();
checkEvents();
render();
}
}