Files
jaildoctors_dilemma/source/logo.cpp
2025-03-05 07:44:12 +01:00

263 lines
6.8 KiB
C++

#include "logo.h"
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for basic_string, string
#include "defines.h" // for GAME_SPEED
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#include "jail_audio.h" // for JA_StopMusic
#include "options.h" // for Options, options, SectionState, Section
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "s_sprite.h" // for SSprite
#include "surface.h" // for Texture
#include "utils.h" // for Color, stringToColor
// Constructor
Logo::Logo()
: jailgames_surface_(Resource::get()->getSurface("jailgames.gif")),
since_1998_surface_(Resource::get()->getSurface("since_1998.gif")),
since_1998_sprite_(std::make_shared<SSprite>(since_1998_surface_, (256 - since_1998_surface_->getWidth()) / 2, 83 + jailgames_surface_->getHeight() + 5, since_1998_surface_->getWidth(), since_1998_surface_->getHeight()))
{
since_1998_sprite_->setClip(0, 0, since_1998_surface_->getWidth(), since_1998_surface_->getHeight());
// since_1998_surface_->setColor(0, 0, 0);
// Crea los sprites de cada linea
for (int i = 0; i < jailgames_surface_->getHeight(); ++i)
{
jailgames_sprite_.push_back(std::make_shared<SSprite>(jailgames_surface_, 0, i, jailgames_surface_->getWidth(), 1));
jailgames_sprite_.back()->setClip(0, i, jailgames_surface_->getWidth(), 1);
jailgames_sprite_.at(i)->setX((i % 2 == 0) ? (256 + (i * 3)) : (-181 - (i * 3)));
jailgames_sprite_.at(i)->setY(83 + i);
}
// Inicializa variables
options.section.section = Section::LOGO;
// Inicializa el vector de colores
const std::vector<std::string> COLORS = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (const auto &color : COLORS)
{
color_.push_back(stringToColor(color));
}
// Cambia el color del borde
Screen::get()->setBorderColor(stringToColor("black"));
}
// Comprueba el manejador de eventos
void Logo::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
}
}
// Comprueba las entradas
void Logo::checkInput()
{
globalInputs::check();
}
// Gestiona el logo de JAILGAME
void Logo::updateJAILGAMES()
{
if (counter_ > 30)
{
for (int i = 1; i < (int)jailgames_sprite_.size(); ++i)
{
constexpr int SPEED = 8;
constexpr int DEST = 37;
if (jailgames_sprite_.at(i)->getX() != 37)
{
if (i % 2 == 0)
{
jailgames_sprite_.at(i)->incX(-SPEED);
if (jailgames_sprite_.at(i)->getX() < DEST)
{
jailgames_sprite_.at(i)->setX(DEST);
}
}
else
{
jailgames_sprite_.at(i)->incX(SPEED);
if (jailgames_sprite_.at(i)->getX() > DEST)
{
jailgames_sprite_.at(i)->setX(DEST);
}
}
}
}
}
}
// Gestiona el color de las texturas
void Logo::updateTextureColors()
{
/*constexpr int INI = 70;
constexpr int INC = 4;
if (counter_ == INI + INC * 0)
{
since_1998_surface_->setColor(color_.at(0).r, color_.at(0).g, color_.at(0).b);
}
else if (counter_ == INI + INC * 1)
{
since_1998_surface_->setColor(color_.at(1).r, color_.at(1).g, color_.at(1).b);
}
else if (counter_ == INI + INC * 2)
{
since_1998_surface_->setColor(color_.at(2).r, color_.at(2).g, color_.at(2).b);
}
else if (counter_ == INI + INC * 3)
{
since_1998_surface_->setColor(color_.at(3).r, color_.at(3).g, color_.at(3).b);
}
else if (counter_ == INI + INC * 4)
{
since_1998_surface_->setColor(color_.at(4).r, color_.at(4).g, color_.at(4).b);
}
else if (counter_ == INI + INC * 5)
{
since_1998_surface_->setColor(color_.at(5).r, color_.at(5).g, color_.at(5).b);
}
else if (counter_ == INI + INC * 6)
{
since_1998_surface_->setColor(color_.at(6).r, color_.at(6).g, color_.at(6).b);
}
else if (counter_ == INI + INC * 7)
{
since_1998_surface_->setColor(color_.at(7).r, color_.at(7).g, color_.at(7).b);
}
else if (counter_ == INIT_FADE_ + INC * 0)
{
jailgames_surface_->setColor(color_.at(6).r, color_.at(6).g, color_.at(6).b);
since_1998_surface_->setColor(color_.at(6).r, color_.at(6).g, color_.at(6).b);
}
else if (counter_ == INIT_FADE_ + INC * 1)
{
jailgames_surface_->setColor(color_.at(5).r, color_.at(5).g, color_.at(5).b);
since_1998_surface_->setColor(color_.at(5).r, color_.at(5).g, color_.at(5).b);
}
else if (counter_ == INIT_FADE_ + INC * 2)
{
jailgames_surface_->setColor(color_.at(4).r, color_.at(4).g, color_.at(4).b);
since_1998_surface_->setColor(color_.at(4).r, color_.at(4).g, color_.at(4).b);
}
else if (counter_ == INIT_FADE_ + INC * 3)
{
jailgames_surface_->setColor(color_.at(3).r, color_.at(3).g, color_.at(3).b);
since_1998_surface_->setColor(color_.at(3).r, color_.at(3).g, color_.at(3).b);
}
else if (counter_ == INIT_FADE_ + INC * 4)
{
jailgames_surface_->setColor(color_.at(2).r, color_.at(2).g, color_.at(2).b);
since_1998_surface_->setColor(color_.at(2).r, color_.at(2).g, color_.at(2).b);
}
else if (counter_ == INIT_FADE_ + INC * 5)
{
jailgames_surface_->setColor(color_.at(1).r, color_.at(1).g, color_.at(1).b);
since_1998_surface_->setColor(color_.at(1).r, color_.at(1).g, color_.at(1).b);
}
else if (counter_ == INIT_FADE_ + INC * 6)
{
jailgames_surface_->setColor(color_.at(0).r, color_.at(0).g, color_.at(0).b);
since_1998_surface_->setColor(color_.at(0).r, color_.at(0).g, color_.at(0).b);
}
*/
}
// Actualiza las variables
void Logo::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();
// Incrementa el contador
counter_++;
// Gestiona el logo de JAILGAME
updateJAILGAMES();
// Gestiona el color de las texturas
updateTextureColors();
Screen::get()->update();
// Comprueba si ha terminado el logo
if (counter_ == END_LOGO_ + POST_LOGO_)
{
endSection();
}
}
}
// Dibuja en pantalla
void Logo::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Limpia la pantalla
Screen::get()->clearSurface();
// Dibuja los objetos
for (const auto &s : jailgames_sprite_)
{
s->render(1, stringToColor("white"));
}
since_1998_sprite_->render(1, stringToColor("white"));
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Bucle para el logo del juego
void Logo::run()
{
// Detiene la música
JA_StopMusic();
while (options.section.section == Section::LOGO)
{
update();
checkEvents();
render();
}
}
// Termina la sección
void Logo::endSection()
{
if (options.section.subsection == Subsection::LOGO_TO_TITLE)
{
options.section.section = Section::TITLE;
}
else if (options.section.subsection == Subsection::LOGO_TO_INTRO)
{
options.section.section = Section::LOADING_SCREEN;
}
}