Files
jaildoctors_dilemma/source/credits.cpp

318 lines
8.6 KiB
C++

#include "credits.h"
#include <iostream>
// Constructor
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
{
// Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->options = options;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
sprite = new AnimatedSprite(renderer, resource->getAnimation("shine.ani"));
// Inicializa variables
counter = 0;
counterEnabled = true;
subCounter = 0;
section.name = SECTION_PROG_CREDITS;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
sprite->setRect({194, 174, 8, 8});
// Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black"));
// Crea la textura para el texto que se escribe en pantalla
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (textTexture == nullptr)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (coverTexture == nullptr)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
// Escribe el texto en la textura
fillTexture();
}
// Destructor
Credits::~Credits()
{
delete eventHandler;
delete text;
delete sprite;
SDL_DestroyTexture(textTexture);
SDL_DestroyTexture(coverTexture);
}
// Comprueba el manejador de eventos
void Credits::checkEventHandler()
{
// 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 teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
screen->switchBorder();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F2:
screen->setWindowSize(2);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F3:
screen->setWindowSize(3);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette();
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
break;
}
}
}
}
// Escribe el texto en la textura
void Credits::fillTexture()
{
// Inicializa los textos
texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor(options->palette, "white")});
texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor(options->palette, "white")});
texts.push_back({"FINISH THEM", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"USE 'CURSORS' TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({"'F1-F4' TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
texts.push_back({"'F' TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"'B' TO SWITCH THE BORDER SCREEN", stringToColor(options->palette, "white")});
texts.push_back({"'M' TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"'ESC' TO LEAVE THE GAME", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
// Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture);
const color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer);
// Escribe el texto en la textura
const int size = text->getCharacterSize();
int i = 0;
for (auto t : texts)
{
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++;
}
// Escribe el corazón
const int textLenght = text->lenght(texts.at(22).label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
// Recoloca el sprite del brillo
sprite->setPosX(posX + 2);
SDL_SetRenderTarget(renderer, nullptr);
// Rellena la textura que cubre el texto
SDL_SetRenderTarget(renderer, coverTexture);
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer);
// Los primeros 8 pixels crea una malla
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < 256; i += 2)
{
SDL_RenderDrawPoint(renderer, i, 0);
SDL_RenderDrawPoint(renderer, i, 2);
SDL_RenderDrawPoint(renderer, i, 4);
SDL_RenderDrawPoint(renderer, i, 6);
// SDL_RenderDrawPoint(renderer, i + 1, 1);
// SDL_RenderDrawPoint(renderer, i + 1, 3);
SDL_RenderDrawPoint(renderer, i + 1, 5);
SDL_RenderDrawPoint(renderer, i + 1, 7);
}
// El resto se rellena de color sólido
SDL_Rect rect = {0, 8, 256, 192};
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderTarget(renderer, nullptr);
}
// Actualiza el contador
void Credits::updateCounter()
{
// Incrementa el contador
if (counterEnabled)
{
counter++;
if (counter == 224 || counter == 544 || counter == 672)
{
counterEnabled = false;
}
}
else
{
subCounter++;
if (subCounter == 100)
{
counterEnabled = true;
subCounter = 0;
}
}
// Comprueba si ha terminado la sección
if (counter > 1200)
{
section.name = SECTION_PROG_DEMO;
}
}
// Actualiza las variables
void Credits::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 el manejador de eventos
checkEventHandler();
// Actualiza el contador
updateCounter();
// Actualiza el sprite con el brillo
if (counter > 770)
{
sprite->update();
}
}
}
// Dibuja en pantalla
void Credits::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
if (counter < 1150)
{
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
// Dibuja la textura que cubre el texto
const int offset = std::min(counter / 8, 192 / 2);
SDL_Rect srcRect = {1, 0, 254, 190 - (offset * 2)};
SDL_Rect dstRect = {1, offset * 2, 254, 190 - (offset * 2)};
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
// Dibuja el sprite con el brillo
sprite->render();
}
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para el logo del juego
section_t Credits::run()
{
while (section.name == SECTION_PROG_CREDITS)
{
update();
render();
}
return section;
}
// Cambia la paleta
void Credits::switchPalette()
{
if (options->palette == p_zxspectrum)
{
options->palette = p_zxarne;
}
else
{
options->palette = p_zxspectrum;
}
fillTexture();
}