Files
jaildoctors_dilemma/source/ending.cpp

529 lines
17 KiB
C++

#include "ending.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <algorithm> // for min
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "defines.h" // for GAMECANVAS_HEIGHT, options.game.width
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
#include "options.h" // for Options, options, OptionsVideo, Sect...
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "s_sprite.h" // for SSprite
#include "text.h" // for Text, TEXT_STROKE
#include "surface.h" // for Surface
#include "utils.h" // for Color, stringToColor, Palette
// Constructor
Ending::Ending()
: counter_(-1),
pre_counter_(0),
cover_counter_(0),
ticks_(0),
current_scene_(0)
{
options.section.section = Section::ENDING;
options.section.subsection = Subsection::NONE;
// Inicializa los textos
iniTexts();
// Inicializa las imagenes
iniPics();
// Inicializa las escenas
iniScenes();
// Cambia el color del borde
Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
// Crea la textura para cubrir el texto
cover_surface_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
SDL_SetTextureBlendMode(cover_surface_, SDL_BLENDMODE_BLEND);
// Rellena la textura para la cortinilla
fillCoverTexture();
}
// Destructor
Ending::~Ending()
{
SDL_DestroyTexture(cover_surface_);
}
// Actualiza el objeto
void Ending::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks_ > GAME_SPEED)
{
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
// Comprueba las entradas
checkInput();
// Actualiza el contador
updateCounters();
// Actualiza las cortinillas de los elementos
updateSpriteCovers();
// Comprueba si se ha de cambiar de escena
checkChangeScene();
// Actualiza el volumen de la musica
updateMusicVolume();
Screen::get()->update();
}
}
// Dibuja el final en pantalla
void Ending::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clean(stringToColor(options.video.palette, "yellow"));
// Dibuja las imagenes de la escena
sprite_pics_.at(current_scene_).image_sprite->render();
sprite_pics_.at(current_scene_).cover_sprite->render();
// Dibuja los textos de la escena
for (const auto &ti : scenes_.at(current_scene_).text_index)
{
if (counter_ > ti.trigger)
{
sprite_texts_.at(ti.index).image_sprite->render();
sprite_texts_.at(ti.index).cover_sprite->render();
}
}
// Dibuja la cortinilla de cambio de escena
renderCoverTexture();
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Comprueba el manejador de eventos
void Ending::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
}
}
// Comprueba las entradas
void Ending::checkInput()
{
globalInputs::check();
}
// Inicializa los textos
void Ending::iniTexts()
{
// Vector con los textos
std::vector<TextAndPosition> texts;
// Escena #0
texts.push_back({"HE FINALLY MANAGED", 32});
texts.push_back({"TO GET TO THE JAIL", 42});
texts.push_back({"WITH ALL HIS PROJECTS", 142});
texts.push_back({"READY TO BE FREED", 152});
// Escena #1
texts.push_back({"ALL THE JAILERS WERE THERE", 1});
texts.push_back({"WAITING FOR THE JAILGAMES", 11});
texts.push_back({"TO BE RELEASED", 21});
texts.push_back({"THERE WERE EVEN BARRULLS AND", 161});
texts.push_back({"BEGINNERS AMONG THE CROWD", 171});
texts.push_back({"BRY WAS CRYING...", 181});
// Escena #2
texts.push_back({"BUT SUDDENLY SOMETHING", 19});
texts.push_back({"CAUGHT HIS ATTENTION", 29});
// Escena #3
texts.push_back({"A PILE OF JUNK!", 36});
texts.push_back({"FULL OF NON WORKING TRASH!!", 46});
// Escena #4
texts.push_back({"AND THEN,", 36});
texts.push_back({"FOURTY NEW PROJECTS", 46});
texts.push_back({"WERE BORN...", 158});
// Crea los sprites
sprite_texts_.clear();
for (const auto &txt : texts)
{
auto text = Resource::get()->getText("smb2");
const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
const int HEIGHT = text->getCharacterSize() + 2 + 2;
Uint8 color = stringToColor("black");
EndingTexture st;
// Crea la textura
st.image_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT);
Screen::get()->setRenderSurfaceData(st.image_surface);
text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
// Crea el sprite
st.image_sprite = std::make_shared<SSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(st.cover_surface);
// Rellena la cover_surface con color transparente
Screen::get()->clean(stringToColor("transparent"));
// Crea una malla de 8 pixels de alto
auto surface = Screen::get()->getRenderSurfaceData();
color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
st.cover_surface->putPixel(surface, i, 0, color);
st.cover_surface->putPixel(surface, i, 2, color);
st.cover_surface->putPixel(surface, i, 4, color);
st.cover_surface->putPixel(surface, i, 6, color);
st.cover_surface->putPixel(surface, i + 1, 5, color);
st.cover_surface->putPixel(surface, i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
st.cover_surface->fillRect(surface, &rect, color);
// Crea el sprite
st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
// Inicializa variables
st.cover_clip_desp = 8;
st.cover_clip_height = HEIGHT;
sprite_texts_.push_back(st);
Screen::get()->setRenderSurfaceData(nullptr);
}
}
// Inicializa las imagenes
void Ending::iniPics()
{
// Vector con las rutas y la posición
std::vector<TextAndPosition> pics;
pics.push_back({"ending1.gif", 48});
pics.push_back({"ending2.gif", 26});
pics.push_back({"ending3.gif", 29});
pics.push_back({"ending4.gif", 63});
pics.push_back({"ending5.gif", 53});
// Crea los sprites
sprite_pics_.clear();
for (const auto &pic : pics)
{
EndingTexture sp;
// Crea la texture
sp.image_surface = Resource::get()->getSurface(pic.caption);
const int WIDTH = sp.image_surface->getWidth();
const int HEIGHT = sp.image_surface->getHeight();
// Crea el sprite
sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
Screen::get()->setRenderSurfaceData(sp.cover_surface);
// Rellena la cover_surface con color transparente
Screen::get()->clean(stringToColor("transparent"));
// Crea una malla en los primeros 8 pixels
auto surface = Screen::get()->getRenderSurfaceData();
auto color = stringToColor("black");
for (int i = 0; i < WIDTH; i += 2)
{
sp.cover_surface->putPixel(surface, i, 0, color);
sp.cover_surface->putPixel(surface, i, 2, color);
sp.cover_surface->putPixel(surface, i, 4, color);
sp.cover_surface->putPixel(surface, i, 6, color);
sp.cover_surface->putPixel(surface, i + 1, 5, color);
sp.cover_surface->putPixel(surface, i + 1, 7, color);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
sp.cover_surface->fillRect(surface, &rect, color);
// Crea el sprite
sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
// Inicializa variables
sp.cover_clip_desp = 8;
sp.cover_clip_height = HEIGHT;
sprite_pics_.push_back(sp);
Screen::get()->setRenderSurfaceData(nullptr);
}
}
// Inicializa las escenas
void Ending::iniScenes()
{
// Variable para los tiempos
int trigger;
constexpr int LAPSE = 80;
// Crea el contenedor
SceneData sc;
// Inicializa el vector
scenes_.clear();
// Crea la escena #0
sc.counter_end = 1000;
sc.picture_index = 0;
sc.text_index.clear();
trigger = 85 * 2;
trigger += LAPSE;
sc.text_index.push_back({0, trigger});
trigger += LAPSE;
sc.text_index.push_back({1, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({2, trigger});
trigger += LAPSE;
sc.text_index.push_back({3, trigger});
scenes_.push_back(sc);
// Crea la escena #1
sc.counter_end = 1400;
sc.picture_index = 1;
sc.text_index.clear();
trigger = 140 * 2;
trigger += LAPSE;
sc.text_index.push_back({4, trigger});
trigger += LAPSE;
sc.text_index.push_back({5, trigger});
trigger += LAPSE;
sc.text_index.push_back({6, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({7, trigger});
trigger += LAPSE;
sc.text_index.push_back({8, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({9, trigger});
scenes_.push_back(sc);
// Crea la escena #2
sc.counter_end = 1000;
sc.picture_index = 2;
sc.text_index.clear();
trigger = 148 / 2;
trigger += LAPSE;
sc.text_index.push_back({10, trigger});
trigger += LAPSE;
sc.text_index.push_back({11, trigger});
scenes_.push_back(sc);
// Crea la escena #3
sc.counter_end = 800;
sc.picture_index = 3;
sc.text_index.clear();
trigger = 87 / 2;
trigger += LAPSE;
sc.text_index.push_back({12, trigger});
trigger += LAPSE / 2;
sc.text_index.push_back({13, trigger});
scenes_.push_back(sc);
// Crea la escena #4
sc.counter_end = 1000;
sc.picture_index = 4;
sc.text_index.clear();
trigger = 91 * 2;
trigger += LAPSE;
sc.text_index.push_back({14, trigger});
trigger += LAPSE * 2;
sc.text_index.push_back({15, trigger});
trigger += LAPSE * 3;
sc.text_index.push_back({16, trigger});
scenes_.push_back(sc);
}
// Bucle principal
void Ending::run()
{
JA_PlayMusic(Resource::get()->getMusic("ending1.ogg"));
while (options.section.section == Section::ENDING)
{
update();
checkEvents();
render();
}
JA_StopMusic();
JA_SetVolume(128);
}
// Actualiza los contadores
void Ending::updateCounters()
{
// Incrementa el contador
if (pre_counter_ < 200)
{
pre_counter_++;
}
else
{
counter_++;
}
if (counter_ > scenes_[current_scene_].counter_end - 100)
{
cover_counter_++;
}
}
// Actualiza las cortinillas de los elementos
void Ending::updateSpriteCovers()
{
// Actualiza la cortinilla de los textos
if (counter_ % 4 == 0)
{
for (auto ti : scenes_.at(current_scene_).text_index)
{
if (counter_ > ti.trigger)
{
if (sprite_texts_.at(ti.index).cover_clip_desp > 0)
{
sprite_texts_.at(ti.index).cover_clip_desp -= 2;
}
else if (sprite_texts_.at(ti.index).cover_clip_height > 0)
{
sprite_texts_.at(ti.index).cover_clip_height -= 2;
sprite_texts_.at(ti.index).cover_sprite->setY(sprite_texts_.at(ti.index).cover_sprite->getY() + 2);
}
sprite_texts_.at(ti.index).cover_sprite->setClip(0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height);
}
}
}
// Actualiza la cortinilla de las imágenes
if (counter_ % 2 == 0)
{
if (sprite_pics_.at(current_scene_).cover_clip_desp > 0)
{
sprite_pics_.at(current_scene_).cover_clip_desp -= 2;
}
else if (sprite_pics_.at(current_scene_).cover_clip_height > 0)
{
sprite_pics_.at(current_scene_).cover_clip_height -= 2;
if (sprite_pics_.at(current_scene_).cover_clip_height < 0)
{
sprite_pics_.at(current_scene_).cover_clip_height = 0;
}
sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2);
}
sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height);
}
}
// Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene()
{
if (counter_ > scenes_[current_scene_].counter_end)
{
current_scene_++;
counter_ = 0;
cover_counter_ = 0;
if (current_scene_ == 5)
{
// Termina el bucle
options.section.section = Section::ENDING2;
// Mantiene los valores anteriores
current_scene_ = 4;
cover_counter_ = 100;
}
}
}
// Rellena la textura para la cortinilla
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_surface_);
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
// Los primeros 8 pixels crea una malla
const Color color = stringToColor(options.video.palette, "black");
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
for (int i = 0; i < 256; i += 2)
{
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 0);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 1);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, GAMECANVAS_HEIGHT + 2);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, GAMECANVAS_HEIGHT + 3);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 4);
SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, GAMECANVAS_HEIGHT + 6);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
}
// Dibuja la cortinilla de cambio de escena
void Ending::renderCoverTexture()
{
if (cover_counter_ > 0)
{
// Dibuja la textura que cubre el texto
const int OFFSET = std::min(cover_counter_, 100);
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
SDL_RenderCopy(Screen::get()->getRenderer(), cover_surface_, &srcRect, &dstRect);
}
}
// Actualiza el volumen de la musica
void Ending::updateMusicVolume()
{
if (current_scene_ == 4 && cover_counter_ > 0)
{
const float step = (100.0f - cover_counter_) / 100.0f;
const int volume = 128 * step;
JA_SetVolume(volume);
}
}