forked from jaildesigner-jailgames/jaildoctors_dilemma
635 lines
17 KiB
C++
635 lines
17 KiB
C++
#include "ending2.h"
|
|
#include <algorithm>
|
|
|
|
// Constructor
|
|
Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
|
|
{
|
|
// Copia los punteros
|
|
this->renderer = renderer;
|
|
this->screen = screen;
|
|
this->resource = resource;
|
|
this->asset = asset;
|
|
this->input = input;
|
|
this->options = options;
|
|
this->section = section;
|
|
|
|
// Reserva memoria para los punteros a objetos
|
|
eventHandler = new SDL_Event();
|
|
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
|
|
music = JA_LoadMusic(asset->get("ending2.ogg").c_str());
|
|
|
|
// Inicializa variables
|
|
counterEnabled = false;
|
|
preCounter = 0;
|
|
postCounter = 0;
|
|
postCounterEnabled = false;
|
|
section->name = SECTION_PROG_ENDING2;
|
|
section->subsection = 0;
|
|
ticks = 0;
|
|
ticksSpeed = 15;
|
|
distSpriteText = 8;
|
|
distSpriteSprite = 0;
|
|
despSpeed = -0.2f;
|
|
firstCol = GAMECANVAS_FIRST_QUARTER_X + (GAMECANVAS_WIDTH / 16);
|
|
secondCol = GAMECANVAS_THIRD_QUARTER_X - (GAMECANVAS_WIDTH / 16);
|
|
|
|
// 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));
|
|
}
|
|
|
|
// Cambia el color del borde
|
|
screen->setBorderColor(stringToColor(options->palette, "black"));
|
|
|
|
// Inicializa la lista de sprites
|
|
iniSpriteList();
|
|
|
|
// Carga todos los sprites desde una lista
|
|
loadSprites();
|
|
|
|
// Coloca los sprites en su sito
|
|
placeSprites();
|
|
|
|
// Crea los sprites con las texturas con los textos
|
|
createSpriteTexts();
|
|
|
|
// Crea los sprites con las texturas con los textos del final
|
|
createTexts();
|
|
}
|
|
|
|
// Destructor
|
|
Ending2::~Ending2()
|
|
{
|
|
// Libera la memoria de los objetos
|
|
delete eventHandler;
|
|
delete text;
|
|
JA_DeleteMusic(music);
|
|
|
|
deleteSprites();
|
|
deleteSpriteTexts();
|
|
deleteTexts();
|
|
}
|
|
|
|
// Actualiza el objeto
|
|
void Ending2::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 los contadores
|
|
updateCounters();
|
|
|
|
if (counterEnabled)
|
|
{
|
|
// Actualiza los sprites
|
|
updateSprites();
|
|
|
|
// Actualiza los sprites de texto
|
|
updateTextSprites();
|
|
|
|
// Actualiza los sprites de texto del final
|
|
updateTexts();
|
|
}
|
|
|
|
// Actualiza el fade final
|
|
updateFinalFade();
|
|
|
|
// Actualiza el volumen de la musica
|
|
updateMusicVolume();
|
|
|
|
// Actualiza las notificaciones
|
|
screen->updateNotifier();
|
|
}
|
|
}
|
|
|
|
// Dibuja el final en pantalla
|
|
void Ending2::render()
|
|
{
|
|
// Prepara para empezar a dibujar en la textura de juego
|
|
screen->start();
|
|
|
|
// Limpia la pantalla
|
|
screen->clean(stringToColor(options->palette, "black"));
|
|
|
|
// Dibuja los sprites
|
|
renderSprites();
|
|
|
|
// Dibuja los sprites con el texto
|
|
renderSpriteTexts();
|
|
|
|
// Dibuja los sprites con el texto del final
|
|
renderTexts();
|
|
|
|
const std::string txt = std::to_string(postCounter);
|
|
// text->write(0, 192 - 8, txt);
|
|
|
|
// Dibuja la cuadricula
|
|
/*{
|
|
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
|
|
const int sw = maxSpriteWidth + 6;
|
|
const int sh = maxSpriteHeight + 6;
|
|
for (int i = 0; i < 256; i += sw)
|
|
{
|
|
SDL_RenderDrawLine(renderer, i, 0, i, 192);
|
|
}
|
|
for (int i = 0; i < 192; i += sh)
|
|
{
|
|
SDL_RenderDrawLine(renderer, 0, i, 255, i);
|
|
}
|
|
}*/
|
|
|
|
{
|
|
// Dibuja una trama arriba y abajo
|
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
|
|
for (int i = 0; i < 256; i += 2)
|
|
{
|
|
SDL_RenderDrawPoint(renderer, i + 0, 0);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 1);
|
|
SDL_RenderDrawPoint(renderer, i + 0, 2);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 3);
|
|
|
|
SDL_RenderDrawPoint(renderer, i, 4);
|
|
SDL_RenderDrawPoint(renderer, i, 6);
|
|
|
|
SDL_RenderDrawPoint(renderer, i + 0, 191);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 190);
|
|
SDL_RenderDrawPoint(renderer, i + 0, 189);
|
|
SDL_RenderDrawPoint(renderer, i + 1, 188);
|
|
|
|
SDL_RenderDrawPoint(renderer, i, 187);
|
|
SDL_RenderDrawPoint(renderer, i, 185);
|
|
}
|
|
// SDL_RenderDrawLine(renderer, 0, 1, 255, 1);
|
|
// SDL_RenderDrawLine(renderer, 0, 3, 255, 3);
|
|
// SDL_RenderDrawLine(renderer, 0, 188, 255, 188);
|
|
// SDL_RenderDrawLine(renderer, 0, 190, 255, 190);
|
|
}
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
screen->blit();
|
|
}
|
|
|
|
// Comprueba el manejador de eventos
|
|
void Ending2::checkEvents()
|
|
{
|
|
// 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;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Comprueba las entradas
|
|
void Ending2::checkInput()
|
|
{
|
|
|
|
if (input->checkInput(input_exit, REPEAT_FALSE))
|
|
{
|
|
section->name = SECTION_PROG_LOGO;
|
|
section->subsection = SUBSECTION_LOGO_TO_INTRO;
|
|
}
|
|
|
|
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
|
|
{
|
|
screen->switchBorder();
|
|
}
|
|
|
|
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
|
|
{
|
|
screen->switchVideoMode();
|
|
}
|
|
|
|
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
|
|
{
|
|
screen->decWindowSize();
|
|
}
|
|
|
|
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
|
|
{
|
|
screen->incWindowSize();
|
|
}
|
|
|
|
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
|
|
{
|
|
switchPalette();
|
|
}
|
|
}
|
|
|
|
// Bucle principal
|
|
void Ending2::run()
|
|
{
|
|
JA_PlayMusic(music);
|
|
|
|
while (section->name == SECTION_PROG_ENDING2)
|
|
{
|
|
update();
|
|
checkEvents();
|
|
render();
|
|
}
|
|
|
|
JA_StopMusic();
|
|
JA_SetVolume(128);
|
|
}
|
|
|
|
// Actualiza los contadores
|
|
void Ending2::updateCounters()
|
|
{
|
|
// Incrementa el contador
|
|
if (preCounter < 200)
|
|
{
|
|
preCounter++;
|
|
}
|
|
else
|
|
{
|
|
counterEnabled = true;
|
|
}
|
|
|
|
if (postCounterEnabled)
|
|
{
|
|
postCounter++;
|
|
}
|
|
|
|
if (postCounter > 600)
|
|
{
|
|
section->name = SECTION_PROG_LOGO;
|
|
section->subsection = SUBSECTION_LOGO_TO_INTRO;
|
|
}
|
|
}
|
|
|
|
// Inicializa la lista de sprites
|
|
void Ending2::iniSpriteList()
|
|
{
|
|
// Reinicia el vector
|
|
spriteList.clear();
|
|
|
|
// Añade los valores
|
|
spriteList.push_back("bin");
|
|
spriteList.push_back("floppy");
|
|
spriteList.push_back("bird");
|
|
spriteList.push_back("chip");
|
|
spriteList.push_back("jeannine");
|
|
spriteList.push_back("spark");
|
|
spriteList.push_back("code");
|
|
spriteList.push_back("paco");
|
|
spriteList.push_back("elsa");
|
|
spriteList.push_back("z80");
|
|
|
|
spriteList.push_back("bell");
|
|
spriteList.push_back("dong");
|
|
|
|
spriteList.push_back("amstrad_cs");
|
|
spriteList.push_back("breakout");
|
|
|
|
spriteList.push_back("flying_arounder");
|
|
spriteList.push_back("stopped_arounder");
|
|
spriteList.push_back("walking_arounder");
|
|
spriteList.push_back("arounders_door");
|
|
spriteList.push_back("arounders_machine");
|
|
|
|
spriteList.push_back("abad");
|
|
spriteList.push_back("abad_bell");
|
|
spriteList.push_back("lord_abad");
|
|
|
|
spriteList.push_back("bat");
|
|
spriteList.push_back("batman_bell");
|
|
spriteList.push_back("batman_fire");
|
|
spriteList.push_back("batman");
|
|
|
|
spriteList.push_back("demon");
|
|
spriteList.push_back("heavy");
|
|
spriteList.push_back("dimallas");
|
|
spriteList.push_back("guitar");
|
|
|
|
spriteList.push_back("jailbattle_alien");
|
|
spriteList.push_back("jailbattle_human");
|
|
|
|
spriteList.push_back("jailer_#1");
|
|
spriteList.push_back("jailer_#2");
|
|
spriteList.push_back("jailer_#3");
|
|
spriteList.push_back("bry");
|
|
spriteList.push_back("upv_student");
|
|
|
|
spriteList.push_back("lamp");
|
|
spriteList.push_back("robot");
|
|
spriteList.push_back("congo");
|
|
spriteList.push_back("crosshair");
|
|
spriteList.push_back("tree_thing");
|
|
|
|
spriteList.push_back("matatunos");
|
|
spriteList.push_back("tuno");
|
|
|
|
spriteList.push_back("mummy");
|
|
spriteList.push_back("sam");
|
|
|
|
spriteList.push_back("qvoid");
|
|
spriteList.push_back("sigmasua");
|
|
|
|
spriteList.push_back("tv_panel");
|
|
spriteList.push_back("tv");
|
|
|
|
spriteList.push_back("spider");
|
|
spriteList.push_back("shock");
|
|
spriteList.push_back("wave");
|
|
|
|
spriteList.push_back("player");
|
|
}
|
|
|
|
// Carga todos los sprites desde una lista
|
|
void Ending2::loadSprites()
|
|
{
|
|
// Borra la memoria ocupada por los sprites
|
|
deleteSprites();
|
|
|
|
// Inicializa variables
|
|
maxSpriteWidth = 0;
|
|
maxSpriteHeight = 0;
|
|
|
|
// Carga los sprites
|
|
for (auto sl : spriteList)
|
|
{
|
|
sprites.push_back(new AnimatedSprite(renderer, resource->getAnimation(sl + ".ani")));
|
|
maxSpriteWidth = std::max(sprites.back()->getAnimationClip(0, 0).w, maxSpriteWidth);
|
|
maxSpriteHeight = std::max(sprites.back()->getAnimationClip(0, 0).h, maxSpriteHeight);
|
|
}
|
|
}
|
|
|
|
// Actualiza los sprites
|
|
void Ending2::updateSprites()
|
|
{
|
|
for (auto sprite : sprites)
|
|
{
|
|
sprite->update();
|
|
}
|
|
}
|
|
|
|
// Actualiza los sprites de texto
|
|
void Ending2::updateTextSprites()
|
|
{
|
|
for (auto sprite : spriteTexts)
|
|
{
|
|
sprite->update();
|
|
}
|
|
}
|
|
|
|
// Actualiza los sprites de texto del final
|
|
void Ending2::updateTexts()
|
|
{
|
|
if (texts.back()->getPosY() > GAMECANVAS_CENTER_Y)
|
|
{
|
|
for (auto sprite : texts)
|
|
{
|
|
sprite->update();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
postCounterEnabled = true;
|
|
}
|
|
}
|
|
|
|
// Dibuja los sprites
|
|
void Ending2::renderSprites()
|
|
{
|
|
const color_t color = stringToColor(options->palette, "red");
|
|
for (auto sprite : sprites)
|
|
{
|
|
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
|
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
|
if (a && b)
|
|
{
|
|
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
|
sprite->render();
|
|
}
|
|
}
|
|
|
|
// Pinta el ultimo elemento de otro color
|
|
const color_t c = stringToColor(options->palette, "white");
|
|
sprites.back()->getTexture()->setColor(c.r, c.g, c.b);
|
|
sprites.back()->render();
|
|
}
|
|
|
|
// Dibuja los sprites con el texto
|
|
void Ending2::renderSpriteTexts()
|
|
{
|
|
const color_t color = stringToColor(options->palette, "white");
|
|
for (auto sprite : spriteTexts)
|
|
{
|
|
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
|
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
|
if (a && b)
|
|
{
|
|
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
|
sprite->render();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Dibuja los sprites con el texto del final
|
|
void Ending2::renderTexts()
|
|
{
|
|
for (auto sprite : texts)
|
|
{
|
|
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
|
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
|
if (a && b)
|
|
{
|
|
sprite->render();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Coloca los sprites en su sito
|
|
void Ending2::placeSprites()
|
|
{
|
|
for (int i = 0; i < (int)sprites.size(); ++i)
|
|
{
|
|
const int x = i % 2 == 0 ? firstCol : secondCol;
|
|
const int y = (i / 1) * (maxSpriteHeight + distSpriteText + text->getCharacterSize() + distSpriteSprite) + GAMECANVAS_HEIGHT + 40;
|
|
const int w = sprites[i]->getAnimationClip(0, 0).w;
|
|
const int h = sprites[i]->getAnimationClip(0, 0).h;
|
|
const int dx = -(w / 2);
|
|
const int dy = i % 1 == 0 ? maxSpriteHeight - h : (int)(maxSpriteHeight * 1.5f) - h;
|
|
|
|
sprites[i]->setRect({x + dx, y + dy, w, h});
|
|
sprites[i]->setVelY(despSpeed);
|
|
}
|
|
|
|
// Recoloca el último sprite, que es el del jugador
|
|
const int w = sprites.back()->getAnimationClip(0, 0).w;
|
|
const int x = GAMECANVAS_CENTER_X - (w / 2);
|
|
const int y = sprites.back()->getPosY() + maxSpriteHeight * 2;
|
|
sprites.back()->setPosX(x);
|
|
sprites.back()->setPosY(y);
|
|
sprites.back()->setCurrentAnimation("walk");
|
|
}
|
|
|
|
// Crea los sprites con las texturas con los textos
|
|
void Ending2::createSpriteTexts()
|
|
{
|
|
// Borra la memoria ocupada por los sprites con las texturas de los textos
|
|
deleteSpriteTexts();
|
|
|
|
// Crea los sprites de texto a partir de la lista
|
|
for (int i = 0; i < (int)spriteList.size(); ++i)
|
|
{
|
|
// Calcula constantes
|
|
std::string txt = spriteList[i];
|
|
std::replace(txt.begin(), txt.end(), '_', ' ');
|
|
txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto
|
|
const int w = text->lenght(txt, 1);
|
|
const int h = text->getCharacterSize();
|
|
const int x = i % 2 == 0 ? firstCol : secondCol;
|
|
const int dx = -(w / 2);
|
|
const int y = sprites[i]->getPosY() + sprites[i]->getHeight() + distSpriteText;
|
|
|
|
// Cambia la posición del último sprite
|
|
const int X = (i == (int)spriteList.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
|
|
|
|
// Crea la textura
|
|
Texture *texture = new Texture(renderer);
|
|
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
|
|
texture->setAsRenderTarget(renderer);
|
|
texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
|
text->write(0, 0, txt);
|
|
|
|
// Crea el sprite
|
|
MovingSprite *sprite = new MovingSprite(X, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
|
|
spriteTexts.push_back(sprite);
|
|
}
|
|
}
|
|
|
|
// Crea los sprites con las texturas con los textos del final
|
|
void Ending2::createTexts()
|
|
{
|
|
// Borra la memoria ocupada por los sprites con las texturas de los textos del final
|
|
deleteTexts();
|
|
|
|
// Crea los primeros textos
|
|
std::vector<std::string> list;
|
|
list.push_back("STARRING");
|
|
|
|
// Crea los sprites de texto a partir de la lista
|
|
for (int i = 0; i < (int)list.size(); ++i)
|
|
{
|
|
// Calcula constantes
|
|
const int w = text->lenght(list[i], 1);
|
|
const int h = text->getCharacterSize();
|
|
const int x = GAMECANVAS_CENTER_X;
|
|
const int dx = -(w / 2);
|
|
const int y = GAMECANVAS_HEIGHT + (text->getCharacterSize() * (i * 2));
|
|
|
|
// Crea la textura
|
|
Texture *texture = new Texture(renderer);
|
|
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
|
|
texture->setAsRenderTarget(renderer);
|
|
texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
|
text->write(0, 0, list[i]);
|
|
|
|
// Crea el sprite
|
|
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
|
|
texts.push_back(sprite);
|
|
}
|
|
|
|
// Crea los últimos textos
|
|
// El primer texto va a continuación del ultimo spriteText
|
|
const int start = spriteTexts.back()->getPosY() + text->getCharacterSize() * 15;
|
|
list.clear();
|
|
list.push_back("THANK YOU");
|
|
list.push_back("FOR PLAYING!");
|
|
|
|
// Crea los sprites de texto a partir de la lista
|
|
for (int i = 0; i < (int)list.size(); ++i)
|
|
{
|
|
// Calcula constantes
|
|
const int w = text->lenght(list[i], 1);
|
|
const int h = text->getCharacterSize();
|
|
const int x = GAMECANVAS_CENTER_X;
|
|
const int dx = -(w / 2);
|
|
const int y = start + (text->getCharacterSize() * (i * 2));
|
|
|
|
// Crea la textura
|
|
Texture *texture = new Texture(renderer);
|
|
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
|
|
texture->setAsRenderTarget(renderer);
|
|
texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
|
text->write(0, 0, list[i]);
|
|
|
|
// Crea el sprite
|
|
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
|
|
texts.push_back(sprite);
|
|
}
|
|
}
|
|
|
|
// Borra la memoria ocupada por los sprites con las texturas de los textos
|
|
void Ending2::deleteSpriteTexts()
|
|
{
|
|
for (auto sprite : spriteTexts)
|
|
{
|
|
delete sprite->getTexture();
|
|
delete sprite;
|
|
}
|
|
spriteTexts.clear();
|
|
}
|
|
|
|
// Borra la memoria ocupada por los sprites
|
|
void Ending2::deleteSprites()
|
|
{
|
|
for (auto sprite : sprites)
|
|
{
|
|
delete sprite;
|
|
}
|
|
sprites.clear();
|
|
}
|
|
|
|
// Borra la memoria ocupada por los sprites con las texturas de los textos del final
|
|
void Ending2::deleteTexts()
|
|
{
|
|
for (auto text : texts)
|
|
{
|
|
delete text;
|
|
}
|
|
texts.clear();
|
|
}
|
|
|
|
// Actualiza el fade final
|
|
void Ending2::updateFinalFade()
|
|
{
|
|
// La variable step va de 0 a 40 en el tramo de postCounter que va de 500 a 540. Al dividirlo por 40, va de 0.0f a 1.0f
|
|
const float step = std::min(std::max(postCounter, 500) - 500, 40) / 40.0f;
|
|
const int index = (colors.size() - 1) * step;
|
|
|
|
for (auto t : texts)
|
|
{
|
|
t->getTexture()->setColor(colors[index].r, colors[index].g, colors[index].b);
|
|
}
|
|
}
|
|
|
|
// Actualiza el volumen de la musica
|
|
void Ending2::updateMusicVolume()
|
|
{
|
|
if (postCounter > 0)
|
|
{
|
|
const float step = (600.0f - postCounter) / 600.0f;
|
|
const int volume = 128 * step;
|
|
JA_SetVolume(volume);
|
|
}
|
|
}
|
|
|
|
// Cambia la paleta
|
|
void Ending2::switchPalette()
|
|
{
|
|
options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
|
|
} |