forked from jaildesigner-jailgames/jaildoctors_dilemma
- Definido flag para compilar para consola de juegos (GAME_CONSOLE)
251 lines
6.7 KiB
C++
251 lines
6.7 KiB
C++
#include "game_over.h"
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// Constructor
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GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
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{
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// Copia los punteros
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this->renderer = renderer;
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this->screen = screen;
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this->resource = resource;
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this->asset = asset;
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this->input = input;
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this->options = options;
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this->section = section;
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// Reserva memoria para los punteros a objetos
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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playerSprite = new AnimatedSprite(renderer, resource->getAnimation("player_game_over.ani"));
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tvSprite = new AnimatedSprite(renderer, resource->getAnimation("tv.ani"));
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music = JA_LoadMusic(asset->get("game_over.ogg").c_str());
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// Inicializa variables
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preCounter = 0;
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counter = 0;
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section->name = SECTION_PROG_GAME_OVER;
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section->subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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endSection = 400;
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iniFade = 310;
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fadeLenght = 20;
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playerSprite->setPosX(GAMECANVAS_CENTER_X + 10);
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playerSprite->setPosY(30);
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tvSprite->setPosX(GAMECANVAS_CENTER_X - tvSprite->getAnimationClip(0, 0).w - 10);
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tvSprite->setPosY(30);
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// Inicializa el vector de colores
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const std::vector<std::string> colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
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for (auto cl : colorList)
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{
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colors.push_back(stringToColor(options->palette, cl));
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}
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color = colors.back();
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}
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// Destructor
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GameOver::~GameOver()
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{
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// Libera la memoria de los objetos
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delete eventHandler;
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delete text;
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delete playerSprite;
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delete tvSprite;
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JA_DeleteMusic(music);
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}
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// Actualiza el objeto
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void GameOver::update()
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{
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// Comprueba el manejador de eventos
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checkEventHandler();
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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 > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba las entradas
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checkInput();
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// Actualiza el color usado para renderizar los textos e imagenes
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updateColor();
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// Actualiza los contadores
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updateCounters();
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// Actualiza los dos sprites
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playerSprite->update();
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tvSprite->update();
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// Actualiza las notificaciones
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screen->updateNotifier();
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}
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}
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// Dibuja el final en pantalla
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void GameOver::render()
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{
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const int y = 32;
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean();
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// Escribe el texto de GAME OVER
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y, "G A M E O V E R", 1, color);
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// Dibuja los sprites
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playerSprite->setPosY(y + 30);
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tvSprite->setPosY(y + 30);
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renderSprites();
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// Escribe el texto con las habitaciones y los items
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const std::string itemsTxt = std::to_string(options->stats.items / 100) + std::to_string((options->stats.items % 100) / 10) + std::to_string(options->stats.items % 10);
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const std::string roomsTxt = std::to_string(options->stats.rooms / 100) + std::to_string((options->stats.rooms % 100) / 10) + std::to_string(options->stats.rooms % 10);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 80, "ITEMS: " + itemsTxt, 1, color);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 90, "ROOMS: " + roomsTxt, 1, color);
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// Escribe el texto con "Tu peor pesadilla"
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 110, "YOUR WORST NIGHTMARE IS", 1, color);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 120, options->stats.worstNightmare, 1, color);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Comprueba el manejador de eventos
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void GameOver::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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section->subsection = 0;
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break;
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}
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}
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}
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// Comprueba las entradas
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void GameOver::checkInput()
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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_QUIT;
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}
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else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
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{
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screen->switchBorder();
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}
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else if (input->checkInput(input_video_mode, REPEAT_FALSE))
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{
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screen->switchVideoMode();
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}
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else if (input->checkInput(input_window_size_1, REPEAT_FALSE))
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{
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screen->setWindowSize(1);
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}
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else if (input->checkInput(input_window_size_2, REPEAT_FALSE))
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{
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screen->setWindowSize(2);
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}
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else if (input->checkInput(input_window_size_3, REPEAT_FALSE))
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{
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screen->setWindowSize(3);
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}
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else if (input->checkInput(input_window_size_4, REPEAT_FALSE))
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{
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screen->setWindowSize(4);
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}
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else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
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{
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switchPalette();
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}
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}
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// Bucle principal
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void GameOver::run()
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{
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while (section->name == SECTION_PROG_GAME_OVER)
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{
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update();
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render();
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}
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}
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// Actualiza el color usado para renderizar los textos e imagenes
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void GameOver::updateColor()
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{
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const int half = endSection / 2;
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if (counter < half)
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{
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const float step = std::min(counter, fadeLenght) / (float)fadeLenght;
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const int index = (colors.size() - 1) - int((colors.size() - 1) * step);
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color = colors[index];
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}
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else
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{
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const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
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const int index = (colors.size() - 1) * step;
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color = colors[index];
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}
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}
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// Dibuja los sprites
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void GameOver::renderSprites()
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{
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playerSprite->getTexture()->setColor(color.r, color.g, color.b);
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playerSprite->render();
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tvSprite->getTexture()->setColor(color.r, color.g, color.b);
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tvSprite->render();
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}
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// Actualiza los contadores
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void GameOver::updateCounters()
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{
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// Actualiza el contador
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if (preCounter < 50)
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{
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preCounter++;
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}
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else
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{
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counter++;
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}
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// Hace sonar la música
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if (counter == 1)
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{
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JA_PlayMusic(music, 0);
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}
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// Comprueba si ha terminado la sección
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else if (counter == endSection)
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{
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section->name = SECTION_PROG_LOGO;
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section->subsection = SUBSECTION_LOGO_TO_TITLE;
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}
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}
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// Cambia la paleta
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void GameOver::switchPalette()
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{
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options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
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} |