forked from jaildesigner-jailgames/jaildoctors_dilemma
358 lines
8.5 KiB
C++
358 lines
8.5 KiB
C++
#include "gamestate_loading_screen.h"
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// Constructor
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LoadingScreen::LoadingScreen(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 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->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
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eventHandler = new SDL_Event();
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if (options->palette == p_zxspectrum)
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{
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loadingScreenTexture1 = resource->getTexture("loading_screen_bn.png");
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loadingScreenTexture2 = resource->getTexture("loading_screen_color.png");
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}
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else if (options->palette == p_zxarne)
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{
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loadingScreenTexture1 = resource->getTexture("loading_screen_bn_zxarne.png");
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loadingScreenTexture2 = resource->getTexture("loading_screen_color_zxarne.png");
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}
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sprite1 = new Sprite(0, 0, loadingScreenTexture1->getWidth(), loadingScreenTexture1->getHeight(), loadingScreenTexture1, renderer);
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sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer);
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loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str());
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loadingSound2 = JA_LoadMusic(asset->get("loading_sound2.ogg").c_str());
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loadingSound3 = JA_LoadMusic(asset->get("loading_sound3.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_LOADING_SCREEN;
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section->subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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loadCounter = 0;
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loadingFirstPart = true;
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loadRect = {0, 0, 51, 1};
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// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
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for (int i = 0; i < 192; ++i)
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{
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if (i < 64)
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{ // Primer bloque de 2K
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lineIndex[i] = ((i % 8) * 8) + (i / 8);
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}
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else if (i >= 64 && i < 128)
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{ // Segundo bloque de 2K
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lineIndex[i] = 64 + ((i % 8) * 8) + ((i - 64) / 8);
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}
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else if (i >= 128 && i < 192)
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{ // tercer bloque de 2K
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lineIndex[i] = 128 + ((i % 8) * 8) + ((i - 128) / 8);
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}
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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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LoadingScreen::~LoadingScreen()
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{
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delete sprite1;
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delete sprite2;
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delete eventHandler;
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JA_DeleteMusic(loadingSound1);
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JA_DeleteMusic(loadingSound2);
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JA_DeleteMusic(loadingSound3);
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}
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// Comprueba el manejador de eventos
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void LoadingScreen::checkEvents()
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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_QUIT;
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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 LoadingScreen::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_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->toggleBorder();
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}
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else if (input->checkInput(input_toggle_videomode, REPEAT_FALSE))
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{
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screen->toggleVideoMode();
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}
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
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{
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screen->decWindowSize();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
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{
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screen->incWindowSize();
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}
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else if (input->checkInput(input_toggle_palette, REPEAT_FALSE))
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{
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switchPalette();
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}
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
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{
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section->name = SECTION_TITLE;
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section->subsection = 0;
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}
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}
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// Gestiona el contador de carga
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void LoadingScreen::updateLoad()
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{
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// Primera parte de la carga, la parte en blanco y negro
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if (loadingFirstPart)
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{
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// Cada 5 pasos el loadCounter se incrementa en uno
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const int numSteps = 5;
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const int step = 51;
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loadCounter = counter / numSteps;
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if (loadCounter < 192)
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{
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loadRect.x = step * (counter % numSteps);
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loadRect.y = lineIndex[loadCounter];
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sprite1->setSpriteClip(loadRect);
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sprite1->setRect(loadRect);
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}
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// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
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else if (loadCounter == 192)
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{
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loadingFirstPart = false;
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loadCounter = 0;
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loadRect = {0, 0, 16, 8};
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sprite2->setRect(loadRect);
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sprite2->setSpriteClip(loadRect);
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JA_PlayMusic(loadingSound3);
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}
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}
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// Segunda parte de la carga, la parte de los bloques en color
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else
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{
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loadCounter += 2;
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loadRect.x = (loadCounter * 8) % 256;
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loadRect.y = (loadCounter / 32) * 8;
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sprite2->setSpriteClip(loadRect);
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sprite2->setRect(loadRect);
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// Comprueba si ha terminado la intro
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if (loadCounter >= 768)
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{
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section->name = SECTION_TITLE;
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section->subsection = SUBSECTION_TITLE_WITH_LOADING_SCREEN;
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JA_StopMusic();
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}
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}
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}
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// Gestiona el contador interno
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void LoadingScreen::updateCounter()
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{
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(preCounter >= 50) ? counter++ : preCounter++;
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if (counter == 1)
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{
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JA_PlayMusic(loadingSound2);
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}
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}
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// Dibuja la pantalla de carga
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void LoadingScreen::renderLoad()
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{
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loadingFirstPart ? sprite1->render() : sprite2->render();
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}
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// Dibuja el efecto de carga en el borde
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void LoadingScreen::renderBorder()
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{
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// Pinta el borde de colro azul
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color_t color = stringToColor(options->palette, "blue");
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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// Añade lineas amarillas
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color = stringToColor(options->palette, "yellow");
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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const int width = GAMECANVAS_WIDTH + (options->borderWidth * 2);
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const int height = GAMECANVAS_HEIGHT + (options->borderHeight * 2);
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bool drawEnabled = rand() % 2 == 0 ? true : false;
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// for (int i = 0; i < height; ++i)
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//{
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// if (rand() % 2 == 0)
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// {
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// SDL_RenderDrawLine(renderer, 0, i, width, i);
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// }
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// }
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int row = 0;
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int rowSize = 1;
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while (row < height)
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{
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rowSize = (rand() % 4) + 3;
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if (drawEnabled)
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for (int i = row; i < row + rowSize; ++i)
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{
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SDL_RenderDrawLine(renderer, 0, i, width, i);
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}
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row += rowSize;
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drawEnabled = !drawEnabled;
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}
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}
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// Actualiza las variables
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void LoadingScreen::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 las entradas
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checkInput();
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// Gestiona el contador interno
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updateCounter();
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// Gestiona el contador de carga
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updateLoad();
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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 en pantalla
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void LoadingScreen::render()
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{
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if (options->borderEnabled)
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{
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// Prepara para empezar a dibujar en la textura del borde
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screen->startDrawOnBorder();
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// Dibuja el efecto de carga en el borde
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renderBorder();
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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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// Dibuja la pantalla de carga
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renderLoad();
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// Vuelca el contenido del renderizador en pantalla
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screen->render();
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}
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// Bucle para el logo del juego
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void LoadingScreen::run()
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{
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// Inicia el sonido de carga
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JA_SetVolume(64);
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JA_PlayMusic(loadingSound1);
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// Limpia la pantalla
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screen->start();
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screen->clean();
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screen->render();
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while (section->name == SECTION_LOADING_SCREEN)
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{
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update();
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checkEvents();
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render();
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}
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JA_SetVolume(128);
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}
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// Cambia la paleta
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void LoadingScreen::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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sprite1->setTexture(resource->getTexture("loading_screen_bn_zxarne.png"));
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sprite2->setTexture(resource->getTexture("loading_screen_color_zxarne.png"));
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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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sprite1->setTexture(resource->getTexture("loading_screen_bn.png"));
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sprite2->setTexture(resource->getTexture("loading_screen_color.png"));
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}
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recreateLoadingScreen();
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}
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// Reconstruye la pantalla de carga
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void LoadingScreen::recreateLoadingScreen()
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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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// Primera parte de la carga, la parte en blanco y negro
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if (loadingFirstPart)
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{
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const int numSteps = 5;
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const int step = 51;
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for (int i = 0; i <= counter; i++)
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{
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loadCounter = i / numSteps;
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loadRect.x = step * (i % numSteps);
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loadRect.y = lineIndex[loadCounter];
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sprite1->setSpriteClip(loadRect);
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sprite1->setRect(loadRect);
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sprite1->render();
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}
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}
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// Segunda parte de la carga, la parte de los bloques en color
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else
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{
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for (int i = 0; i <= loadCounter; i++)
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{
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loadRect.x = (i * 8) % 256;
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loadRect.y = (i / 32) * 8;
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sprite2->setSpriteClip(loadRect);
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sprite2->setRect(loadRect);
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sprite2->render();
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}
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}
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// Vuelca el contenido del renderizador en pantalla
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screen->render();
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} |