Files
jaildoctors_dilemma/source/game_over.cpp

198 lines
5.4 KiB
C++

#include "game_over.h"
// Constructor
GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
{
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->resource = resource;
this->asset = asset;
this->options = options;
// Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
playerSprite = new AnimatedSprite(renderer, resource->getAnimation("player_game_over.ani"));
tvSprite = new AnimatedSprite(renderer, resource->getAnimation("tv.ani"));
// Inicializa variables
counter = 0;
section.name = SECTION_PROG_GAME_OVER;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
endSection = 350;
iniFade = 260;
fadeLenght = 20;
playerSprite->setPosX(GAMECANVAS_CENTER_X + 10);
playerSprite->setPosY(GAMECANVAS_CENTER_Y + 10);
tvSprite->setPosX(GAMECANVAS_CENTER_X - tvSprite->getAnimationClip(0, 0).w - 10);
tvSprite->setPosY(GAMECANVAS_CENTER_Y + 10);
// Inicializa el vector de colores
const std::vector<std::string> colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
for (auto cl : colorList)
{
colors.push_back(stringToColor(options->palette, cl));
}
color = colors.at(0);
}
// Destructor
GameOver::~GameOver()
{
// Libera la memoria de los objetos
delete eventHandler;
delete text;
delete playerSprite;
delete tvSprite;
}
// Actualiza el objeto
void GameOver::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba el manejador de eventos
checkEventHandler();
// Actualiza el color usado para renderizar los textos e imagenes
updateColor();
// Actualiza los dos sprites
playerSprite->update();
tvSprite->update();
// Actualiza el contador
counter++;
// Comprueba si ha terminado la sección
if (counter == endSection)
{
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE;
}
}
}
// Dibuja el final en pantalla
void GameOver::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Escribe el texto de GAME OVER
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y - 20, "G A M E O V E R", 1, color);
// Dibuja los sprites
renderSprites();
// text->write(0, 0, std::to_string(counter));
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Comprueba el manejador de eventos
void GameOver::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section.subsection = 0;
break;
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
screen->switchBorder();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F2:
screen->setWindowSize(2);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F3:
screen->setWindowSize(3);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
// switchPalette();
break;
default:
// section.name = SECTION_PROG_TITLE;
// section.subsection = 0;
break;
}
}
}
}
// Bucle principal
section_t GameOver::run()
{
while (section.name == SECTION_PROG_GAME_OVER)
{
update();
render();
}
return section;
}
// Actualiza el color usado para renderizar los textos e imagenes
void GameOver::updateColor()
{
const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) * step;
color = colors.at(index);
}
// Dibuja los sprites
void GameOver::renderSprites()
{
playerSprite->getTexture()->setColor(color.r, color.g, color.b);
playerSprite->render();
tvSprite->getTexture()->setColor(color.r, color.g, color.b);
tvSprite->render();
}