forked from jaildesigner-jailgames/jaildoctors_dilemma
328 lines
7.2 KiB
C++
328 lines
7.2 KiB
C++
#include "logo.h"
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#include <iostream>
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// Constructor
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, int subsection)
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{
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// Copia la dirección de los objetos
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this->resource = resource;
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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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this->options = options;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = resource->getTexture("jailgames.png");
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texture2 = resource->getTexture("since_1998.png");
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sprite2 = new Sprite((256 - texture2->getWidth()) / 2, 83 + texture->getHeight() + 5, texture2->getWidth(), texture2->getHeight(), texture2, renderer);
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sprite2->setSpriteClip(0, 0, texture2->getWidth(), texture2->getHeight());
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texture2->setColor(0, 0, 0);
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for (int i = 0; i < texture->getHeight(); ++i)
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{
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sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
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if (i % 2 == 0)
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{
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sprite.at(i)->setPosX(256 + (i * 3));
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}
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else
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{
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sprite.at(i)->setPosX(-181 - (i * 3));
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}
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sprite.at(i)->setPosY(83 + i);
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}
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// Inicializa variables
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counter = 0;
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section.name = SECTION_PROG_LOGO;
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section.subsection = subsection;
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ticks = 0;
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ticksSpeed = 15;
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initFade = 300;
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endLogo = 400;
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postLogo = 20;
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// Inicializa el vector de colores
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const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
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for (auto v : vColors)
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{
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color.push_back(stringToColor(options->palette, v));
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}
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// Cambia el color del borde
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screen->setBorderColor(stringToColor(options->palette, "black"));
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}
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// Destructor
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Logo::~Logo()
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{
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for (auto s : sprite)
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{
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delete s;
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}
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delete sprite2;
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delete eventHandler;
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}
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// Comprueba el manejador de eventos
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void Logo::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 las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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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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//std::cout << "PULSADO ESCAPE" << std::endl;
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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resource->reLoadTextures();
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break;
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case SDL_SCANCODE_F5:
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switchPalette();
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break;
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default:
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section.name = SECTION_PROG_TITLE;
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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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}
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// Gestiona el logo de JAILGAME
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void Logo::updateJAILGAMES()
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{
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if (counter > 30)
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{
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for (int i = 1; i < (int)sprite.size(); ++i)
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{
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const int speed = 8;
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const int dest = 37;
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if (sprite.at(i)->getPosX() != 37)
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{
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if (i % 2 == 0)
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{
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sprite.at(i)->incPosX(-speed);
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if (sprite.at(i)->getPosX() < dest)
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{
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sprite.at(i)->setPosX(dest);
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}
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}
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else
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{
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sprite.at(i)->incPosX(speed);
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if (sprite.at(i)->getPosX() > dest)
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{
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sprite.at(i)->setPosX(dest);
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}
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}
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}
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}
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}
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}
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// Gestiona el color de las texturas
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void Logo::updateTextureColors()
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{
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const int ini = 70;
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const int inc = 4;
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if (counter == ini + inc * 0)
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{
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texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
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}
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else if (counter == ini + inc * 1)
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{
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texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
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}
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else if (counter == ini + inc * 2)
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{
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texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
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}
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else if (counter == ini + inc * 3)
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{
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texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
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}
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else if (counter == ini + inc * 4)
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{
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texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
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}
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else if (counter == ini + inc * 5)
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{
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texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
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}
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else if (counter == ini + inc * 6)
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{
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texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
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}
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else if (counter == ini + inc * 7)
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{
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texture2->setColor(color.at(7).r, color.at(7).g, color.at(7).b);
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}
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else if (counter == initFade + inc * 0)
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{
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texture->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
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texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
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}
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else if (counter == initFade + inc * 1)
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{
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texture->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
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texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
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}
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else if (counter == initFade + inc * 2)
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{
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texture->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
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texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
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}
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else if (counter == initFade + inc * 3)
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{
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texture->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
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texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
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}
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else if (counter == initFade + inc * 4)
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{
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texture->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
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texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
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}
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else if (counter == initFade + inc * 5)
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{
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texture->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
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texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
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}
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else if (counter == initFade + inc * 6)
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{
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texture->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
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texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
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}
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}
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// Actualiza las variables
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void Logo::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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// Gestiona el logo de JAILGAME
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updateJAILGAMES();
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// Gestiona el color de las texturas
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updateTextureColors();
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// Comprueba si ha terminado el logo
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if (counter == endLogo + postLogo)
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{
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if (section.subsection == SUBSECTION_LOGO_TO_INTRO)
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{
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section.name = SECTION_PROG_INTRO;
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section.subsection = 0;
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}
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else
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{
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section.name = SECTION_PROG_TITLE;
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section.subsection = 0;
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}
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}
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}
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}
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// Dibuja en pantalla
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void Logo::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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for (auto s : sprite)
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{
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s->render();
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}
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sprite2->render();
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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 Logo::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_LOGO)
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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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}
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// Cambia la paleta
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void Logo::switchPalette()
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{
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if (options->palette == p_zxspectrum)
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{
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options->palette = p_zxarne;
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}
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else
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{
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options->palette = p_zxspectrum;
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}
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} |