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