forked from jaildesigner-jailgames/jaildoctors_dilemma
128 lines
2.6 KiB
C++
128 lines
2.6 KiB
C++
#include "title.h"
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// Constructor
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Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = new LTexture(renderer, asset->get("loading_screen2.png"));
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sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Inicializa variables
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counter = 0;
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section.name = SECTION_PROG_TITLE;
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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}
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// Destructor
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Title::~Title()
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{
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delete eventHandler;
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delete texture;
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delete sprite;
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delete text;
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}
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// Comprueba el manejador de eventos
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void Title::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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break;
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}
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// Comprueba si se ha pulsado alguna tecla
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else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_RETURN:
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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break;
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default:
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break;
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}
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}
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}
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}
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// Actualiza las variables
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void Title::update()
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{
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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 el manejador de eventos
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checkEventHandler();
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// Incrementa el contador
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counter++;
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// Comprueba si ha pasado mucho tiempo y acaba el titulo
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if (counter == 1000)
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{
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section.name = SECTION_PROG_LOGO;
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section.subsection = 0;
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}
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}
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}
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// Dibuja en pantalla
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void Title::render()
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{
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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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// Dibuja los objetos
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sprite->render();
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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SDL_Rect rect = {0, 192 / 5 * 4, 256, 8};
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SDL_RenderFillRect(renderer, &rect);
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if (counter % 80 < 60)
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text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY");
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//text->write(0, 0, std::to_string(counter));
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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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// Bucle para el logo del juego
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section_t Title::run()
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{
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// Detiene la música
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JA_StopMusic();
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while (section.name == SECTION_PROG_TITLE)
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{
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update();
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render();
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}
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return section;
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} |