Files
jaildoctors_dilemma/source/ending.cpp

598 lines
17 KiB
C++

#include "ending.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min
#include <iostream> // Para basic_ostream, operator<<, basic_ios
#include "asset.h" // Para Asset
#include "const.h" // Para GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // Para JA_SetVolume, JA_DeleteMusic, JA_Loa...
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "text.h" // Para Text, TXT_STROKE
#include "texture.h" // Para Texture
#include "utils.h" // Para color_t, stringToColor, options_t
#include "options.h"
#include "global_inputs.h"
#include "global_events.h"
// Constructor
Ending::Ending()
: screen(Screen::get()),
renderer(Screen::get()->getRenderer()),
resource(Resource::get()),
asset(Asset::get()),
input(Input::get())
{
// Reserva memoria para los punteros a objetos
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
music = JA_LoadMusic(asset->get("ending1.ogg").c_str());
// Inicializa variables
counter = -1;
preCounter = 0;
coverCounter = 0;
options.section.section = Section::ENDING;
options.section.subsection = Subsection::NONE;
ticks = 0;
ticksSpeed = 15;
scene = 0;
// Inicializa los textos
iniTexts();
// Inicializa las imagenes
iniPics();
// Inicializa las escenas
iniScenes();
// Cambia el color del borde
screen->setBorderColor(stringToColor(options.video.palette, "black"));
// Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
if (coverTexture == nullptr)
{
if (options.console)
{
std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
// Rellena la textura para la cortinilla
fillCoverTexture();
}
// Destructor
Ending::~Ending()
{
// Libera la memoria de los objetos
delete text;
SDL_DestroyTexture(coverTexture);
for (auto st : spriteTexts)
{
delete st.sprite;
delete st.texture;
delete st.coverSprite;
delete st.coverTexture;
}
spriteTexts.clear();
for (auto sp : spritePics)
{
delete sp.sprite;
delete sp.coverSprite;
delete sp.coverTexture;
}
spritePics.clear();
JA_DeleteMusic(music);
}
// Actualiza el objeto
void Ending::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 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->update();
}
}
// Dibuja el final en pantalla
void Ending::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(stringToColor(options.video.palette, "black"));
// Dibuja las imagenes de la escena
spritePics[scene].sprite->render();
spritePics[scene].coverSprite->render();
// Dibuja los textos de la escena
for (auto ti : scenes[scene].textIndex)
{
if (counter > ti.trigger)
{
spriteTexts[ti.index].sprite->render();
spriteTexts[ti.index].coverSprite->render();
}
}
// Dibuja la cortinilla de cambio de escena
renderCoverTexture();
// Vuelca el contenido del renderizador en pantalla
screen->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<textAndPos_t> 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
for (auto st : spriteTexts)
{
delete st.sprite;
delete st.texture;
delete st.coverSprite;
delete st.coverTexture;
}
spriteTexts.clear();
for (auto t : texts)
{
endingTexture_t st;
const int width = text->lenght(t.caption, 1) + 2 + 2;
const int height = text->getCharacterSize() + 2 + 2;
Color c = stringToColor(options.video.palette, "black");
// Crea la texture
st.texture = new Texture(renderer);
st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
st.texture->setAsRenderTarget(renderer);
st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
// Crea el sprite
st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer);
st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos});
// Crea la coverTexture
st.coverTexture = new Texture(renderer);
st.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
st.coverTexture->setAsRenderTarget(renderer);
st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
c = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < width; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, 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(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
// Crea el sprite
st.coverSprite = new Sprite({0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8}, st.coverTexture, renderer);
st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos});
st.coverSprite->setSpriteClip(0, 8, -1, -1);
// Inicializa variables
st.clipDesp = 8;
st.clipHeight = height;
spriteTexts.push_back(st);
}
}
// Inicializa las imagenes
void Ending::iniPics()
{
// Vector con las rutas y la posición
std::vector<textAndPos_t> 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
for (auto sp : spritePics)
{
delete sp.sprite;
delete sp.coverSprite;
delete sp.coverTexture;
}
spritePics.clear();
for (auto p : pics)
{
endingTexture_t sp;
// Crea la texture
sp.texture = resource->getTexture(p.caption);
const int width = sp.texture->getWidth();
const int height = sp.texture->getHeight();
// Crea el sprite
sp.sprite = new Sprite({0, 0, width, height}, sp.texture, renderer);
sp.sprite->setPos({(GAMECANVAS_WIDTH - width) / 2, p.pos});
// Crea la coverTexture
sp.coverTexture = new Texture(renderer);
sp.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
sp.coverTexture->setAsRenderTarget(renderer);
sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
// Rellena la coverTexture con color transparente
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
Color c = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < width; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, 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(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
// Crea el sprite
sp.coverSprite = new Sprite({0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8}, sp.coverTexture, renderer);
sp.coverSprite->setPos({(GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, p.pos});
sp.coverSprite->setSpriteClip(0, 8, -1, -1);
// Inicializa variables
sp.clipDesp = 8;
sp.clipHeight = height;
spritePics.push_back(sp);
}
}
// Inicializa las escenas
void Ending::iniScenes()
{
// Variable para los tiempos
int trigger;
const int lapse = 80;
// Crea el contenedor
scene_t sc;
// Inicializa el vector
scenes.clear();
// Crea la escena #0
sc.counterEnd = 1000;
sc.pictureIndex = 0;
sc.textIndex.clear();
trigger = 85 * 2;
trigger += lapse;
sc.textIndex.push_back({0, trigger});
trigger += lapse;
sc.textIndex.push_back({1, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({2, trigger});
trigger += lapse;
sc.textIndex.push_back({3, trigger});
scenes.push_back(sc);
// Crea la escena #1
sc.counterEnd = 1400;
sc.pictureIndex = 1;
sc.textIndex.clear();
trigger = 140 * 2;
trigger += lapse;
sc.textIndex.push_back({4, trigger});
trigger += lapse;
sc.textIndex.push_back({5, trigger});
trigger += lapse;
sc.textIndex.push_back({6, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({7, trigger});
trigger += lapse;
sc.textIndex.push_back({8, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({9, trigger});
scenes.push_back(sc);
// Crea la escena #2
sc.counterEnd = 1000;
sc.pictureIndex = 2;
sc.textIndex.clear();
trigger = 148 / 2;
trigger += lapse;
sc.textIndex.push_back({10, trigger});
trigger += lapse;
sc.textIndex.push_back({11, trigger});
scenes.push_back(sc);
// Crea la escena #3
sc.counterEnd = 800;
sc.pictureIndex = 3;
sc.textIndex.clear();
trigger = 87 / 2;
trigger += lapse;
sc.textIndex.push_back({12, trigger});
trigger += lapse / 2;
sc.textIndex.push_back({13, trigger});
scenes.push_back(sc);
// Crea la escena #4
sc.counterEnd = 1000;
sc.pictureIndex = 4;
sc.textIndex.clear();
trigger = 91 * 2;
trigger += lapse;
sc.textIndex.push_back({14, trigger});
trigger += lapse * 2;
sc.textIndex.push_back({15, trigger});
trigger += lapse * 3;
sc.textIndex.push_back({16, trigger});
scenes.push_back(sc);
}
// Bucle principal
void Ending::run()
{
JA_PlayMusic(music);
while (options.section.section == Section::ENDING)
{
update();
checkEvents();
render();
}
JA_StopMusic();
JA_SetVolume(128);
}
// Actualiza los contadores
void Ending::updateCounters()
{
// Incrementa el contador
if (preCounter < 200)
{
preCounter++;
}
else
{
counter++;
}
if (counter > scenes[scene].counterEnd - 100)
{
coverCounter++;
}
}
// Actualiza las cortinillas de los elementos
void Ending::updateSpriteCovers()
{ // Actualiza la cortinilla de los textos
if (counter % 4 == 0)
{
for (auto ti : scenes[scene].textIndex)
{
if (counter > ti.trigger)
{
if (spriteTexts[ti.index].clipDesp > 0)
{
spriteTexts[ti.index].clipDesp -= 2;
}
else if (spriteTexts[ti.index].clipHeight > 0)
{
spriteTexts[ti.index].clipHeight -= 2;
spriteTexts[ti.index].coverSprite->setPosY(spriteTexts[ti.index].coverSprite->getPosY() + 2);
}
spriteTexts[ti.index].coverSprite->setSpriteClip(0, spriteTexts[ti.index].clipDesp, spriteTexts[ti.index].coverSprite->getWidth(), spriteTexts[ti.index].clipHeight);
}
}
}
// Actualiza la cortinilla de las imagenes
if (counter % 2 == 0)
{
if (spritePics[scene].clipDesp > 0)
{
spritePics[scene].clipDesp -= 2;
}
else if (spritePics[scene].clipHeight > 0)
{
spritePics[scene].clipHeight -= 2;
if (spritePics[scene].clipHeight < 0)
{
spritePics[scene].clipHeight = 0;
}
spritePics[scene].coverSprite->setPosY(spritePics[scene].coverSprite->getPosY() + 2);
}
spritePics[scene].coverSprite->setSpriteClip(0, spritePics[scene].clipDesp, spritePics[scene].coverSprite->getWidth(), spritePics[scene].clipHeight);
}
}
// Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene()
{
if (counter > scenes[scene].counterEnd)
{
scene++;
counter = 0;
coverCounter = 0;
if (scene == 5)
{
// Termina el bucle
options.section.section = Section::ENDING2;
// Mantiene los valores anteriores
scene = 4;
coverCounter = 100;
}
}
}
// Rellena la textura para la cortinilla
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(renderer, coverTexture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
const Color color = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
for (int i = 0; i < 256; i += 2)
{
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 0);
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 1);
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 2);
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 3);
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 4);
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 6);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderTarget(renderer, nullptr);
}
// Dibuja la cortinilla de cambio de escena
void Ending::renderCoverTexture()
{
if (coverCounter > 0)
{ // Dibuja la textura que cubre el texto
const int offset = std::min(coverCounter, 100);
SDL_Rect srcRect = {0, 200 - (coverCounter * 2), 256, offset * 2};
SDL_Rect dstRect = {0, 0, 256, offset * 2};
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
}
}
// Actualiza el volumen de la musica
void Ending::updateMusicVolume()
{
if (scene == 4 && coverCounter > 0)
{
const float step = (100.0f - coverCounter) / 100.0f;
const int volume = 128 * step;
JA_SetVolume(volume);
}
}