forked from jaildesigner-jailgames/jaildoctors_dilemma
479 lines
16 KiB
C++
479 lines
16 KiB
C++
#include "game/scenes/ending.hpp"
|
|
|
|
#include <SDL3/SDL.h>
|
|
|
|
#include <algorithm> // Para min
|
|
|
|
#include "core/input/global_inputs.hpp" // Para check
|
|
#include "core/rendering/screen.hpp" // Para Screen
|
|
#include "core/rendering/surface.hpp" // Para Surface
|
|
#include "core/rendering/surface_sprite.hpp" // Para SSprite
|
|
#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
|
|
#include "core/resources/resource.hpp" // Para Resource
|
|
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
|
|
#include "game/options.hpp" // Para Options, options, OptionsGame, SectionS...
|
|
#include "game/scene_manager.hpp" // Para SceneManager
|
|
#include "utils/defines.hpp" // Para GAME_SPEED
|
|
#include "core/system/global_events.hpp" // Para check
|
|
#include "utils/utils.hpp" // Para PaletteColor
|
|
|
|
// Constructor
|
|
Ending::Ending()
|
|
: counter_(-1),
|
|
pre_counter_(0),
|
|
cover_counter_(0),
|
|
ticks_(0),
|
|
current_scene_(0) {
|
|
SceneManager::current = SceneManager::Scene::ENDING;
|
|
SceneManager::options = SceneManager::Options::NONE;
|
|
|
|
// Inicializa los textos
|
|
iniTexts();
|
|
|
|
// Inicializa las imagenes
|
|
iniPics();
|
|
|
|
// Inicializa las escenas
|
|
iniScenes();
|
|
|
|
// Cambia el color del borde
|
|
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
|
|
|
|
// Crea la textura para cubrir el texto
|
|
cover_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height + 8);
|
|
|
|
// Rellena la textura para la cortinilla
|
|
fillCoverTexture();
|
|
}
|
|
|
|
// 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();
|
|
|
|
// Actualiza el objeto Screen
|
|
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()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
|
|
|
|
// 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 float WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
|
|
const float HEIGHT = text->getCharacterSize() + 2 + 2;
|
|
auto text_color = static_cast<Uint8>(PaletteColor::WHITE);
|
|
auto shadow_color = static_cast<Uint8>(PaletteColor::BLACK);
|
|
|
|
EndingSurface st;
|
|
|
|
// Crea la textura
|
|
st.image_surface = std::make_shared<Surface>(WIDTH, HEIGHT);
|
|
auto previuos_renderer = Screen::get()->getRendererSurface();
|
|
Screen::get()->setRendererSurface(st.image_surface);
|
|
text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, text_color, 2, shadow_color);
|
|
|
|
// Crea el sprite
|
|
st.image_sprite = std::make_shared<SurfaceSprite>(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>(WIDTH, HEIGHT + 8);
|
|
Screen::get()->setRendererSurface(st.cover_surface);
|
|
|
|
// Rellena la cover_surface con color transparente
|
|
st.cover_surface->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
|
|
|
|
// Crea una malla de 8 pixels de alto
|
|
auto surface = Screen::get()->getRendererSurface();
|
|
auto color = static_cast<Uint8>(PaletteColor::BLACK);
|
|
for (int i = 0; i < WIDTH; i += 2) {
|
|
surface->putPixel(i, 0, color);
|
|
surface->putPixel(i, 2, color);
|
|
surface->putPixel(i, 4, color);
|
|
surface->putPixel(i, 6, color);
|
|
|
|
surface->putPixel(i + 1, 5, color);
|
|
surface->putPixel(i + 1, 7, color);
|
|
}
|
|
|
|
// El resto se rellena de color sólido
|
|
SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
|
|
surface->fillRect(&rect, color);
|
|
|
|
// Crea el sprite
|
|
st.cover_sprite = std::make_shared<SurfaceSprite>(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()->setRendererSurface(previuos_renderer);
|
|
}
|
|
}
|
|
|
|
// 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) {
|
|
EndingSurface sp;
|
|
|
|
// Crea la texture
|
|
sp.image_surface = Resource::get()->getSurface(pic.caption);
|
|
sp.image_surface->setTransparentColor();
|
|
const float WIDTH = sp.image_surface->getWidth();
|
|
const float HEIGHT = sp.image_surface->getHeight();
|
|
|
|
// Crea el sprite
|
|
sp.image_sprite = std::make_shared<SurfaceSprite>(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>(WIDTH, HEIGHT + 8);
|
|
auto previuos_renderer = Screen::get()->getRendererSurface();
|
|
Screen::get()->setRendererSurface(sp.cover_surface);
|
|
|
|
// Rellena la cover_surface con color transparente
|
|
sp.cover_surface->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
|
|
|
|
// Crea una malla en los primeros 8 pixels
|
|
auto surface = Screen::get()->getRendererSurface();
|
|
auto color = static_cast<Uint8>(PaletteColor::BLACK);
|
|
for (int i = 0; i < WIDTH; i += 2) {
|
|
surface->putPixel(i, 0, color);
|
|
surface->putPixel(i, 2, color);
|
|
surface->putPixel(i, 4, color);
|
|
surface->putPixel(i, 6, color);
|
|
|
|
surface->putPixel(i + 1, 5, color);
|
|
surface->putPixel(i + 1, 7, color);
|
|
}
|
|
|
|
// El resto se rellena de color sólido
|
|
SDL_FRect rect = {0.0F, 8.0F, WIDTH, HEIGHT};
|
|
surface->fillRect(&rect, color);
|
|
|
|
// Crea el sprite
|
|
sp.cover_sprite = std::make_shared<SurfaceSprite>(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()->setRendererSurface(previuos_renderer);
|
|
}
|
|
}
|
|
|
|
// 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 (SceneManager::current == SceneManager::Scene::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;
|
|
sprite_pics_.at(current_scene_).cover_clip_height = std::max(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
|
|
SceneManager::current = SceneManager::Scene::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
|
|
auto previuos_renderer = Screen::get()->getRendererSurface();
|
|
Screen::get()->setRendererSurface(cover_surface_);
|
|
cover_surface_->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
|
|
|
|
// Los primeros 8 pixels crea una malla
|
|
const auto COLOR = static_cast<Uint8>(PaletteColor::BLACK);
|
|
auto surface = Screen::get()->getRendererSurface();
|
|
for (int i = 0; i < 256; i += 2) {
|
|
surface->putPixel(i + 0, Options::game.height + 0, COLOR);
|
|
surface->putPixel(i + 1, Options::game.height + 1, COLOR);
|
|
surface->putPixel(i + 0, Options::game.height + 2, COLOR);
|
|
surface->putPixel(i + 1, Options::game.height + 3, COLOR);
|
|
|
|
surface->putPixel(i, Options::game.height + 4, COLOR);
|
|
surface->putPixel(i, Options::game.height + 6, COLOR);
|
|
}
|
|
|
|
// El resto se rellena de color sólido
|
|
SDL_FRect rect = {0, 0, 256, Options::game.height};
|
|
surface->fillRect(&rect, COLOR);
|
|
|
|
Screen::get()->setRendererSurface(previuos_renderer);
|
|
}
|
|
|
|
// 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_FRect src_rect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F};
|
|
SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F};
|
|
cover_surface_->render(&src_rect, &dst_rect);
|
|
}
|
|
}
|
|
|
|
// Actualiza el volumen de la musica
|
|
void Ending::updateMusicVolume() const {
|
|
if (current_scene_ == 4 && cover_counter_ > 0) {
|
|
const float STEP = (100.0F - cover_counter_) / 100.0F;
|
|
const int VOLUME = 128 * STEP;
|
|
JA_SetVolume(VOLUME);
|
|
}
|
|
} |