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61
TODO.md
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61
TODO.md
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@@ -0,0 +1,61 @@
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# TODO
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## Tareas pendientes
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- [ ] Revisar todas las variables static de los métodos para ver si se resetean correctamente
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## Mejoras arquitecturales (refactoring)
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### Eliminar variables static locales y usar patrones profesionales:
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**Opción 1: Máquina de Estados**
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```cpp
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class GameCompletedState {
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bool start_celebrations_done = false;
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bool end_celebrations_done = false;
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float timer = 0.0f;
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public:
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void reset() {
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start_celebrations_done = false;
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end_celebrations_done = false;
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timer = 0.0f;
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}
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void update(float deltaTime) {
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timer += deltaTime;
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// lógica aquí
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}
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};
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```
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**Opción 2: Sistema de Eventos/Callbacks**
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```cpp
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// Al entrar en COMPLETED state
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eventSystem.scheduleEvent(6.0f, []{ startCelebrations(); });
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eventSystem.scheduleEvent(14.0f, []{ endCelebrations(); });
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```
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**Opción 3: Flags como miembros privados**
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```cpp
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class Game {
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private:
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struct GameOverState {
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bool game_over_triggered = false;
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bool start_celebrations_triggered = false;
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bool end_celebrations_triggered = false;
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void reset() {
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game_over_triggered = false;
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start_celebrations_triggered = false;
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end_celebrations_triggered = false;
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}
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} game_over_state_;
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};
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```
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**Ventajas:**
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- Más fáciles de testear
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- Más fáciles de debugear
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- Más fáciles de entender y mantener
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- No tienen "estado oculto"
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@@ -22,6 +22,7 @@ DEMODATA|${PREFIX}/data/demo/demo1.bin
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DEMODATA|${PREFIX}/data/demo/demo2.bin
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# Música
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MUSIC|${PREFIX}/data/music/congratulations.ogg
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MUSIC|${PREFIX}/data/music/credits.ogg
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MUSIC|${PREFIX}/data/music/intro.ogg
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MUSIC|${PREFIX}/data/music/playing.ogg
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@@ -48,6 +49,7 @@ SOUND|${PREFIX}/data/sound/item_drop.wav
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SOUND|${PREFIX}/data/sound/item_pickup.wav
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SOUND|${PREFIX}/data/sound/jump.wav
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SOUND|${PREFIX}/data/sound/logo.wav
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SOUND|${PREFIX}/data/sound/name_input_accept.wav
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SOUND|${PREFIX}/data/sound/notify.wav
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SOUND|${PREFIX}/data/sound/player_collision.wav
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SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
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@@ -109,7 +109,7 @@ frames=38,39,40,41
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[animation]
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name=celebration
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speed=0.167
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loop=-1
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loop=0
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frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
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[/animation]
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@@ -27,6 +27,7 @@
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"[GAME_TEXT] 7": "Endavant!",
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"[GAME_TEXT] 8": "1.000.000 de punts!",
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"[GAME_TEXT] THANK_YOU": "Gracies!",
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"[GAME_TEXT] NEW_RECORD": "Nou record!",
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"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
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@@ -26,6 +26,7 @@
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"[GAME_TEXT] 7": "Get Ready!",
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"[GAME_TEXT] 8": "1,000,000 points!",
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"[GAME_TEXT] THANK_YOU": "Thank you!",
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"[GAME_TEXT] NEW_RECORD": "New record!",
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"[HIGHSCORE_TABLE] CAPTION": "Best scores",
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@@ -26,6 +26,7 @@
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"[GAME_TEXT] 7": "Adelante!",
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"[GAME_TEXT] 8": "1.000.000 de puntos!",
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"[GAME_TEXT] THANK_YOU": "Gracias!",
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"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
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"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
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BIN
data/music/congratulations.ogg
Normal file
BIN
data/music/congratulations.ogg
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
data/sound/name_input_accept.wav
Normal file
BIN
data/sound/name_input_accept.wav
Normal file
Binary file not shown.
@@ -100,13 +100,33 @@ void Audio::stopAllSounds() const {
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// Realiza un fundido de salida de la música
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void Audio::fadeOutMusic(int milliseconds) const {
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if (music_enabled_ && music_.state == MusicState::PLAYING) {
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if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
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#ifndef NO_AUDIO
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JA_FadeOutMusic(milliseconds);
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#endif
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}
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}
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// Consulta directamente el estado real de la música en jailaudio
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auto Audio::getRealMusicState() const -> MusicState {
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#ifndef NO_AUDIO
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JA_Music_state ja_state = JA_GetMusicState();
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switch (ja_state) {
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case JA_MUSIC_PLAYING:
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return MusicState::PLAYING;
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case JA_MUSIC_PAUSED:
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return MusicState::PAUSED;
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case JA_MUSIC_STOPPED:
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case JA_MUSIC_INVALID:
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case JA_MUSIC_DISABLED:
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default:
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return MusicState::STOPPED;
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}
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#else
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return MusicState::STOPPED;
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#endif
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}
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// Establece el volumen de los sonidos
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void Audio::setSoundVolume(int sound_volume, Group group) const {
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if (sound_enabled_) {
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@@ -13,6 +13,12 @@ class Audio {
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INTERFACE = 1 // Sonidos de la interfaz
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};
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enum class MusicState {
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PLAYING, // Reproduciendo música
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PAUSED, // Música pausada
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STOPPED, // Música detenida
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};
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// --- Constantes ---
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static constexpr int MAX_VOLUME = 100; // Volumen máximo
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static constexpr int MIN_VOLUME = 0; // Volumen mínimo
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@@ -60,14 +66,15 @@ class Audio {
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void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
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void setMusicVolume(int volume) const; // Ajustar volumen de música
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private:
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// --- Enums privados ---
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enum class MusicState {
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PLAYING, // Reproduciendo música
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PAUSED, // Música pausada
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STOPPED, // Música detenida
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};
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// --- Getters para debug ---
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bool isEnabled() const { return enabled_; }
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bool isSoundEnabled() const { return sound_enabled_; }
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bool isMusicEnabled() const { return music_enabled_; }
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MusicState getMusicState() const { return music_.state; }
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MusicState getRealMusicState() const; // Consulta directamente a jailaudio
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const std::string& getCurrentMusicName() const { return music_.name; }
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private:
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// --- Estructuras privadas ---
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struct Music {
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MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
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@@ -42,7 +42,7 @@ Director::Director(int argc, std::span<char *> argv) {
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif _DEBUG
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Section::name = Section::Name::TITLE;
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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@@ -37,19 +37,19 @@ class Fade {
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~Fade();
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// --- Métodos principales ---
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void reset(); // Resetea variables para reutilizar el fade
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void render(); // Dibuja la transición en pantalla
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void update(); // Actualiza el estado interno (ya usa tiempo real)
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void update(float delta_time); // Compatibilidad delta-time (ignora el parámetro)
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void activate(); // Activa el fade
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void reset(); // Resetea variables para reutilizar el fade
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void render(); // Dibuja la transición en pantalla
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void update(); // Actualiza el estado interno (ya usa tiempo real)
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void update(float delta_time); // Compatibilidad delta-time (ignora el parámetro)
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void activate(); // Activa el fade
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// --- Configuración ---
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void setColor(Uint8 r, Uint8 g, Uint8 b); // Establece el color RGB del fade
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void setColor(Color color); // Establece el color del fade
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void setType(Type type) { type_ = type; } // Establece el tipo de fade
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void setMode(Mode mode) { mode_ = mode; } // Establece el modo de fade
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void setPostDuration(int value) { post_duration_ = value; } // Duración posterior al fade en milisegundos
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void setPreDuration(int value) { pre_duration_ = value; } // Duración previa al fade en milisegundos
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void setColor(Uint8 r, Uint8 g, Uint8 b); // Establece el color RGB del fade
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void setColor(Color color); // Establece el color del fade
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void setType(Type type) { type_ = type; } // Establece el tipo de fade
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void setMode(Mode mode) { mode_ = mode; } // Establece el modo de fade
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void setPostDuration(int milliseconds) { post_duration_ = milliseconds; } // Duración posterior al fade en milisegundos
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void setPreDuration(int milliseconds) { pre_duration_ = milliseconds; } // Duración previa al fade en milisegundos
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// --- Getters ---
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[[nodiscard]] auto getValue() const -> int { return value_; }
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@@ -24,6 +24,32 @@ void ManageHiScoreTable::clear() {
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table_.emplace_back("PACMQ", 200);
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table_.emplace_back("PELEC", 100);
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/*
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table_.emplace_back("BRY", 1000);
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table_.emplace_back("USUFO", 500);
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table_.emplace_back("GLUCA", 100);
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table_.emplace_back("PARRA", 50);
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table_.emplace_back("CAGAM", 10);
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table_.emplace_back("PEPE", 5);
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table_.emplace_back("ROSIT", 4);
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table_.emplace_back("SAM", 3);
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table_.emplace_back("PACMQ", 2);
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table_.emplace_back("PELEC", 1);
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*/
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/*
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table_.emplace_back("BRY", 5000000);
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table_.emplace_back("USUFO", 5000000);
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table_.emplace_back("GLUCA", 5000000);
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table_.emplace_back("PARRA", 5000000);
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table_.emplace_back("CAGAM", 5000000);
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table_.emplace_back("PEPE", 5000000);
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table_.emplace_back("ROSIT", 5000000);
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table_.emplace_back("SAM", 5000000);
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table_.emplace_back("PACMQ", 5000000);
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table_.emplace_back("PELEC", 5000000);
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*/
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sort();
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}
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|
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|
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@@ -149,20 +149,20 @@ void Player::setInputEnteringName(Input::Action action) {
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name_entry_idle_time_accumulator_ = 0.0f;
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}
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// Fase 1: Sistema de movimiento time-based
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// Sistema de movimiento
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void Player::move(float deltaTime) {
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switch (playing_state_) {
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case State::PLAYING:
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handlePlayingMovement(deltaTime);
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break;
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case State::ROLLING:
|
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handleRollingMovement();
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handleRollingMovement();
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break;
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case State::TITLE_ANIMATION:
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handleTitleAnimation(deltaTime);
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||||
break;
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||||
case State::CONTINUE_TIME_OUT:
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handleContinueTimeOut();
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handleContinueTimeOut();
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break;
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case State::LEAVING_SCREEN:
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updateStepCounter(deltaTime);
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@@ -173,13 +173,13 @@ void Player::move(float deltaTime) {
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handleEnteringScreen(deltaTime);
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break;
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case State::CREDITS:
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handleCreditsMovement(deltaTime);
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handleCreditsMovement(deltaTime);
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break;
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case State::WAITING:
|
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handleWaitingMovement(deltaTime);
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handleWaitingMovement(deltaTime);
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break;
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case State::RECOVER:
|
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handleRecoverMovement();
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handleRecoverMovement();
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break;
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default:
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break;
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@@ -356,7 +356,7 @@ void Player::handleCreditsLeftMovement() {
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// Controla la animación del jugador saludando (time-based)
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void Player::handleWaitingMovement(float deltaTime) {
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waiting_time_accumulator_ += deltaTime;
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const float WAITING_DURATION_S = static_cast<float>(WAITING_COUNTER) / 60.0f; // Convert frames to seconds
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const float WAITING_DURATION_S = static_cast<float>(WAITING_COUNTER) / 60.0f; // Convert frames to seconds
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if (waiting_time_accumulator_ >= WAITING_DURATION_S) {
|
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waiting_time_accumulator_ = 0.0f;
|
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player_sprite_->resetAnimation();
|
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@@ -387,7 +387,7 @@ void Player::setInputBasedOnPlayerId() {
|
||||
// Incrementa o ajusta el contador de pasos (time-based)
|
||||
void Player::updateStepCounter(float deltaTime) {
|
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step_time_accumulator_ += deltaTime;
|
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const float STEP_INTERVAL_S = 10.0f / 60.0f; // 10 frames converted to seconds
|
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const float STEP_INTERVAL_S = 10.0f / 60.0f; // 10 frames converted to seconds
|
||||
if (step_time_accumulator_ >= STEP_INTERVAL_S) {
|
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step_time_accumulator_ = 0.0f;
|
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playSound("walk.wav");
|
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@@ -398,16 +398,16 @@ void Player::updateStepCounter(float deltaTime) {
|
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void Player::render() {
|
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if (power_up_ && isPlaying()) {
|
||||
// Convertir lógica de parpadeo a deltaTime en segundos
|
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const float TOTAL_POWERUP_TIME_S = static_cast<float>(POWERUP_COUNTER) / 60.0f; // Total time in seconds
|
||||
const float QUARTER_TIME_S = TOTAL_POWERUP_TIME_S / 4.0f; // 25% del tiempo total
|
||||
const float TOTAL_POWERUP_TIME_S = static_cast<float>(POWERUP_COUNTER) / 60.0f; // Total time in seconds
|
||||
const float QUARTER_TIME_S = TOTAL_POWERUP_TIME_S / 4.0f; // 25% del tiempo total
|
||||
|
||||
if (power_up_time_accumulator_ > QUARTER_TIME_S) {
|
||||
// En los primeros 75% del tiempo, siempre visible
|
||||
power_sprite_->render();
|
||||
} else {
|
||||
// En el último 25%, parpadea cada 20 frames (≈0.333s)
|
||||
constexpr float BLINK_PERIOD_S = 20.0f / 60.0f; // 20 frames in seconds
|
||||
constexpr float VISIBLE_PROPORTION = 4.0f / 20.0f; // 4 frames visible de 20 total
|
||||
constexpr float BLINK_PERIOD_S = 20.0f / 60.0f; // 20 frames in seconds
|
||||
constexpr float VISIBLE_PROPORTION = 4.0f / 20.0f; // 4 frames visible de 20 total
|
||||
|
||||
float cycle_position = fmod(power_up_time_accumulator_, BLINK_PERIOD_S) / BLINK_PERIOD_S;
|
||||
if (cycle_position >= VISIBLE_PROPORTION) {
|
||||
@@ -475,11 +475,10 @@ auto Player::computeAnimation() const -> std::pair<std::string, SDL_FlipMode> {
|
||||
return {anim_name, flip_mode};
|
||||
}
|
||||
|
||||
// Fase 1: Establece la animación correspondiente al estado (time-based)
|
||||
// Establece la animación correspondiente al estado
|
||||
void Player::setAnimation(float deltaTime) {
|
||||
switch (playing_state_) {
|
||||
case State::PLAYING:
|
||||
case State::ENTERING_NAME_GAME_COMPLETED:
|
||||
case State::ENTERING_SCREEN:
|
||||
case State::LEAVING_SCREEN:
|
||||
case State::TITLE_ANIMATION:
|
||||
@@ -505,6 +504,7 @@ void Player::setAnimation(float deltaTime) {
|
||||
case State::CONTINUE:
|
||||
player_sprite_->setCurrentAnimation("dizzy");
|
||||
break;
|
||||
case State::ENTERING_NAME_GAME_COMPLETED:
|
||||
case State::CELEBRATING:
|
||||
player_sprite_->setCurrentAnimation("celebration");
|
||||
break;
|
||||
@@ -519,16 +519,16 @@ void Player::setAnimation(float deltaTime) {
|
||||
|
||||
// Actualiza al jugador con deltaTime (time-based)
|
||||
void Player::update(float deltaTime) {
|
||||
move(deltaTime); // Sistema de movimiento time-based
|
||||
setAnimation(deltaTime); // Animaciones time-based
|
||||
shiftColliders(); // Sin cambios (posicional)
|
||||
updateFireSystem(deltaTime); // Sistema de disparo de dos líneas
|
||||
updatePowerUp(deltaTime); // Sistema de power-up time-based
|
||||
updateInvulnerable(deltaTime); // Sistema de invulnerabilidad time-based
|
||||
updateScoreboard(); // Sin cambios (no temporal)
|
||||
updateContinueCounter(deltaTime); // Sistema de continue time-based
|
||||
updateEnterNameCounter(deltaTime); // Sistema de name entry time-based
|
||||
updateShowingName(deltaTime); // Sistema de showing name time-based
|
||||
move(deltaTime); // Sistema de movimiento time-based
|
||||
setAnimation(deltaTime); // Animaciones time-based
|
||||
shiftColliders(); // Sin cambios (posicional)
|
||||
updateFireSystem(deltaTime); // Sistema de disparo de dos líneas
|
||||
updatePowerUp(deltaTime); // Sistema de power-up time-based
|
||||
updateInvulnerable(deltaTime); // Sistema de invulnerabilidad time-based
|
||||
updateScoreboard(); // Sin cambios (no temporal)
|
||||
updateContinueCounter(deltaTime); // Sistema de continue time-based
|
||||
updateEnterNameCounter(deltaTime); // Sistema de name entry time-based
|
||||
updateShowingName(deltaTime); // Sistema de showing name time-based
|
||||
}
|
||||
|
||||
void Player::passShowingName() {
|
||||
@@ -599,7 +599,7 @@ void Player::setPlayingState(State state) {
|
||||
case State::CONTINUE: {
|
||||
// Inicializa el contador de continuar
|
||||
continue_counter_ = 9;
|
||||
continue_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
continue_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
playSound("continue_clock.wav");
|
||||
setScoreboardMode(Scoreboard::Mode::CONTINUE);
|
||||
break;
|
||||
@@ -618,7 +618,7 @@ void Player::setPlayingState(State state) {
|
||||
}
|
||||
pos_y_ = default_pos_y_;
|
||||
waiting_counter_ = 0;
|
||||
waiting_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
waiting_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
shiftSprite();
|
||||
player_sprite_->setCurrentAnimation("hello");
|
||||
player_sprite_->animtionPause();
|
||||
@@ -639,10 +639,10 @@ void Player::setPlayingState(State state) {
|
||||
case State::ROLLING: {
|
||||
// Activa la animación de rodar dando botes
|
||||
player_sprite_->setCurrentAnimation("rolling");
|
||||
player_sprite_->setAnimationSpeed(4.0f / 60.0f); // 4 frames convertido a segundos
|
||||
player_sprite_->setVelY(-396.0F); // Velocidad inicial (6.6 * 60 = 396 pixels/s)
|
||||
player_sprite_->setAccelY(720.0F); // Gravedad (0.2 * 60² = 720 pixels/s²)
|
||||
player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies
|
||||
player_sprite_->setAnimationSpeed(4.0f / 60.0f); // 4 frames convertido a segundos
|
||||
player_sprite_->setVelY(-396.0F); // Velocidad inicial (6.6 * 60 = 396 pixels/s)
|
||||
player_sprite_->setAccelY(720.0F); // Gravedad (0.2 * 60² = 720 pixels/s²)
|
||||
player_sprite_->setPosY(pos_y_ - 2); // Para "sacarlo" del suelo, ya que está hundido un pixel para ocultar el outline de los pies
|
||||
(rand() % 2 == 0) ? player_sprite_->setVelX(198.0F) : player_sprite_->setVelX(-198.0F); // 3.3 * 60 = 198 pixels/s
|
||||
break;
|
||||
}
|
||||
@@ -659,8 +659,8 @@ void Player::setPlayingState(State state) {
|
||||
}
|
||||
case State::CONTINUE_TIME_OUT: {
|
||||
// Activa la animación de sacar al jugador de la zona de juego
|
||||
player_sprite_->setAccelY(720.0F); // 0.2 * 60² = 720 pixels/s²
|
||||
player_sprite_->setVelY(-240.0F); // -4.0 * 60 = -240 pixels/s
|
||||
player_sprite_->setAccelY(720.0F); // 0.2 * 60² = 720 pixels/s²
|
||||
player_sprite_->setVelY(-240.0F); // -4.0 * 60 = -240 pixels/s
|
||||
player_sprite_->setVelX(0.0F);
|
||||
player_sprite_->setCurrentAnimation("rolling");
|
||||
player_sprite_->setAnimationSpeed(5.0f / 60.0f); // 5 frames convertido a segundos
|
||||
@@ -679,21 +679,21 @@ void Player::setPlayingState(State state) {
|
||||
break;
|
||||
}
|
||||
case State::ENTERING_NAME_GAME_COMPLETED: {
|
||||
setWalkingState(State::WALKING_STOP);
|
||||
setFiringState(State::FIRING_NONE);
|
||||
// setWalkingState(State::WALKING_STOP);
|
||||
// setFiringState(State::FIRING_NONE);
|
||||
setScoreboardMode(Scoreboard::Mode::ENTER_NAME);
|
||||
break;
|
||||
}
|
||||
case State::LEAVING_SCREEN: {
|
||||
step_counter_ = 0;
|
||||
step_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
step_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
setScoreboardMode(Scoreboard::Mode::GAME_COMPLETED);
|
||||
break;
|
||||
}
|
||||
case State::ENTERING_SCREEN: {
|
||||
init();
|
||||
step_counter_ = 0;
|
||||
step_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
step_time_accumulator_ = 0.0f; // Initialize time accumulator
|
||||
setScoreboardMode(Scoreboard::Mode::SCORE);
|
||||
switch (id_) {
|
||||
case Id::PLAYER1:
|
||||
@@ -734,7 +734,7 @@ void Player::decScoreMultiplier() {
|
||||
void Player::setInvulnerable(bool value) {
|
||||
invulnerable_ = value;
|
||||
invulnerable_counter_ = invulnerable_ ? INVULNERABLE_COUNTER : 0;
|
||||
invulnerable_time_accumulator_ = invulnerable_ ? static_cast<float>(INVULNERABLE_COUNTER) / 60.0f : 0.0f; // Convert frames to seconds
|
||||
invulnerable_time_accumulator_ = invulnerable_ ? static_cast<float>(INVULNERABLE_COUNTER) / 60.0f : 0.0f; // Convert frames to seconds
|
||||
}
|
||||
|
||||
// Monitoriza el estado (time-based)
|
||||
@@ -744,12 +744,12 @@ void Player::updateInvulnerable(float deltaTime) {
|
||||
invulnerable_time_accumulator_ -= deltaTime;
|
||||
|
||||
// Frecuencia fija de parpadeo adaptada a deltaTime (en segundos)
|
||||
constexpr float BLINK_PERIOD_S = 8.0f / 60.0f; // 8 frames convertidos a segundos
|
||||
constexpr float BLINK_PERIOD_S = 8.0f / 60.0f; // 8 frames convertidos a segundos
|
||||
|
||||
// Calcula proporción decreciente basada en tiempo restante
|
||||
const float TOTAL_INVULNERABLE_TIME_S = static_cast<float>(INVULNERABLE_COUNTER) / 60.0f;
|
||||
float progress = 1.0f - (invulnerable_time_accumulator_ / TOTAL_INVULNERABLE_TIME_S);
|
||||
float white_proportion = 0.5f - progress * 0.2f; // Menos blanco hacia el final
|
||||
float white_proportion = 0.5f - progress * 0.2f; // Menos blanco hacia el final
|
||||
|
||||
// Calcula si debe mostrar textura de invulnerabilidad basado en el ciclo temporal
|
||||
float cycle_position = fmod(invulnerable_time_accumulator_, BLINK_PERIOD_S) / BLINK_PERIOD_S;
|
||||
@@ -773,7 +773,7 @@ void Player::updateInvulnerable(float deltaTime) {
|
||||
void Player::setPowerUp() {
|
||||
power_up_ = true;
|
||||
power_up_counter_ = POWERUP_COUNTER;
|
||||
power_up_time_accumulator_ = static_cast<float>(POWERUP_COUNTER) / 60.0f; // Convert frames to seconds
|
||||
power_up_time_accumulator_ = static_cast<float>(POWERUP_COUNTER) / 60.0f; // Convert frames to seconds
|
||||
}
|
||||
|
||||
// Actualiza el valor de la variable (time-based)
|
||||
@@ -825,7 +825,7 @@ void Player::setPlayerTextures(const std::vector<std::shared_ptr<Texture>> &text
|
||||
void Player::updateContinueCounter(float deltaTime) {
|
||||
if (playing_state_ == State::CONTINUE) {
|
||||
continue_time_accumulator_ += deltaTime;
|
||||
constexpr float CONTINUE_INTERVAL_S = 1.0f; // 1 segundo
|
||||
constexpr float CONTINUE_INTERVAL_S = 1.0f; // 1 segundo
|
||||
if (continue_time_accumulator_ >= CONTINUE_INTERVAL_S) {
|
||||
continue_time_accumulator_ -= CONTINUE_INTERVAL_S;
|
||||
decContinueCounter();
|
||||
@@ -837,7 +837,7 @@ void Player::updateContinueCounter(float deltaTime) {
|
||||
void Player::updateEnterNameCounter(float deltaTime) {
|
||||
if (playing_state_ == State::ENTERING_NAME || playing_state_ == State::ENTERING_NAME_GAME_COMPLETED) {
|
||||
name_entry_time_accumulator_ += deltaTime;
|
||||
constexpr float NAME_ENTRY_INTERVAL_S = 1.0f; // 1 segundo
|
||||
constexpr float NAME_ENTRY_INTERVAL_S = 1.0f; // 1 segundo
|
||||
if (name_entry_time_accumulator_ >= NAME_ENTRY_INTERVAL_S) {
|
||||
name_entry_time_accumulator_ -= NAME_ENTRY_INTERVAL_S;
|
||||
decNameEntryCounter();
|
||||
@@ -849,7 +849,7 @@ void Player::updateEnterNameCounter(float deltaTime) {
|
||||
void Player::updateShowingName(float deltaTime) {
|
||||
if (playing_state_ == State::SHOWING_NAME) {
|
||||
showing_name_time_accumulator_ += deltaTime;
|
||||
constexpr float SHOWING_NAME_DURATION_S = 5.0f; // 5 segundos
|
||||
constexpr float SHOWING_NAME_DURATION_S = 5.0f; // 5 segundos
|
||||
if (showing_name_time_accumulator_ >= SHOWING_NAME_DURATION_S) {
|
||||
game_completed_ ? setPlayingState(State::LEAVING_SCREEN) : setPlayingState(State::CONTINUE);
|
||||
}
|
||||
@@ -858,7 +858,7 @@ void Player::updateShowingName(float deltaTime) {
|
||||
|
||||
// Decrementa el contador de continuar
|
||||
void Player::decContinueCounter() {
|
||||
continue_time_accumulator_ = 0.0f; // Reset time accumulator
|
||||
continue_time_accumulator_ = 0.0f; // Reset time accumulator
|
||||
--continue_counter_;
|
||||
if (continue_counter_ < 0) {
|
||||
setPlayingState(State::CONTINUE_TIME_OUT);
|
||||
@@ -869,7 +869,7 @@ void Player::decContinueCounter() {
|
||||
|
||||
// Decrementa el contador de entrar nombre
|
||||
void Player::decNameEntryCounter() {
|
||||
name_entry_time_accumulator_ = 0.0f; // Reset time accumulator
|
||||
name_entry_time_accumulator_ = 0.0f; // Reset time accumulator
|
||||
|
||||
// Incrementa acumuladores de tiempo (1 segundo)
|
||||
name_entry_idle_time_accumulator_ += 1.0f;
|
||||
@@ -1007,7 +1007,7 @@ void Player::startFiringSystem(int cooldown_frames) {
|
||||
visual_fire_state_ = VisualFireState::AIMING;
|
||||
visual_state_timer_ = aiming_duration_;
|
||||
|
||||
updateFiringStateFromVisual(); // Sincroniza firing_state_ para animaciones
|
||||
updateFiringStateFromVisual(); // Sincroniza firing_state_ para animaciones
|
||||
}
|
||||
|
||||
// Sincroniza firing_state_ con visual_fire_state_
|
||||
@@ -1034,19 +1034,35 @@ void Player::updateFiringStateFromVisual() {
|
||||
|
||||
case VisualFireState::RECOILING:
|
||||
switch (base_state) {
|
||||
case State::FIRING_LEFT: firing_state_ = State::RECOILING_LEFT; break;
|
||||
case State::FIRING_RIGHT: firing_state_ = State::RECOILING_RIGHT; break;
|
||||
case State::FIRING_UP: firing_state_ = State::RECOILING_UP; break;
|
||||
default: firing_state_ = State::RECOILING_UP; break;
|
||||
case State::FIRING_LEFT:
|
||||
firing_state_ = State::RECOILING_LEFT;
|
||||
break;
|
||||
case State::FIRING_RIGHT:
|
||||
firing_state_ = State::RECOILING_RIGHT;
|
||||
break;
|
||||
case State::FIRING_UP:
|
||||
firing_state_ = State::RECOILING_UP;
|
||||
break;
|
||||
default:
|
||||
firing_state_ = State::RECOILING_UP;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case VisualFireState::THREAT_POSE:
|
||||
switch (base_state) {
|
||||
case State::FIRING_LEFT: firing_state_ = State::COOLING_LEFT; break;
|
||||
case State::FIRING_RIGHT: firing_state_ = State::COOLING_RIGHT; break;
|
||||
case State::FIRING_UP: firing_state_ = State::COOLING_UP; break;
|
||||
default: firing_state_ = State::COOLING_UP; break;
|
||||
case State::FIRING_LEFT:
|
||||
firing_state_ = State::COOLING_LEFT;
|
||||
break;
|
||||
case State::FIRING_RIGHT:
|
||||
firing_state_ = State::COOLING_RIGHT;
|
||||
break;
|
||||
case State::FIRING_UP:
|
||||
firing_state_ = State::COOLING_UP;
|
||||
break;
|
||||
default:
|
||||
firing_state_ = State::COOLING_UP;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -1064,8 +1080,8 @@ void Player::transitionToThreatPose() {
|
||||
|
||||
// Calcular threat_pose_duration ajustada:
|
||||
// Duración original (833ms) menos el tiempo extra que ahora dura recoiling
|
||||
float original_recoiling_duration = fire_cooldown_timer_; // Era 100% del cooldown
|
||||
float new_recoiling_duration = aiming_duration_ * RECOILING_DURATION_MULTIPLIER; // Ahora es más del cooldown
|
||||
float original_recoiling_duration = fire_cooldown_timer_; // Era 100% del cooldown
|
||||
float new_recoiling_duration = aiming_duration_ * RECOILING_DURATION_MULTIPLIER; // Ahora es más del cooldown
|
||||
float extra_recoiling_time = new_recoiling_duration - original_recoiling_duration;
|
||||
float adjusted_threat_duration = THREAT_POSE_DURATION - extra_recoiling_time;
|
||||
|
||||
|
||||
@@ -678,6 +678,7 @@ void Resource::createTextTextures() {
|
||||
{"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")},
|
||||
{"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")},
|
||||
{"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")},
|
||||
{"game_text_new_record", Lang::getText("[GAME_TEXT] NEW_RECORD")},
|
||||
{"game_text_game_over", "Game Over"}};
|
||||
|
||||
auto text2 = getText("04b_25_2x_enhanced");
|
||||
|
||||
@@ -49,13 +49,13 @@ Credits::Credits()
|
||||
|
||||
fade_in_->setColor(param.fade.color);
|
||||
fade_in_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_in_->setPostDuration(static_cast<int>(50 * (1000.0f / 60.0f))); // 50 frames = ~833ms
|
||||
fade_in_->setPostDuration(800);
|
||||
fade_in_->setMode(Fade::Mode::IN);
|
||||
fade_in_->activate();
|
||||
|
||||
fade_out_->setColor(0, 0, 0);
|
||||
fade_out_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_out_->setPostDuration(static_cast<int>(400 * (1000.0f / 60.0f))); // 400 frames = ~6667ms
|
||||
fade_out_->setPostDuration(7000);
|
||||
|
||||
updateRedRect();
|
||||
tiled_bg_->setColor(Color(255, 96, 96));
|
||||
@@ -487,12 +487,12 @@ void Credits::updateAllFades(float deltaTime) {
|
||||
updateRedRect();
|
||||
}
|
||||
|
||||
fade_in_->update(); // Fade ya usa tiempo interno
|
||||
if (fade_in_->hasEnded()) {
|
||||
fade_in_->update();
|
||||
if (fade_in_->hasEnded() && Audio::get()->getMusicState() != Audio::MusicState::PLAYING) {
|
||||
Audio::get()->playMusic("credits.ogg");
|
||||
}
|
||||
|
||||
fade_out_->update(); // Fade ya usa tiempo interno
|
||||
fade_out_->update();
|
||||
if (fade_out_->hasEnded()) {
|
||||
Section::name = Section::Name::HI_SCORE_TABLE;
|
||||
}
|
||||
|
||||
@@ -117,7 +117,14 @@ Game::~Game() {
|
||||
auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
|
||||
manager->saveToFile(Asset::get()->get("score.bin"));
|
||||
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
|
||||
Audio::get()->stopMusic();
|
||||
if (Options::audio.enabled) {
|
||||
// Musica
|
||||
Audio::get()->stopMusic();
|
||||
Audio::get()->setMusicVolume(Options::audio.music.volume);
|
||||
// Sonidos
|
||||
Audio::get()->stopAllSounds();
|
||||
Audio::get()->setSoundVolume(Options::audio.sound.volume, Audio::Group::GAME);
|
||||
}
|
||||
}
|
||||
ServiceMenu::get()->setStateChangeCallback(nullptr);
|
||||
|
||||
@@ -201,10 +208,11 @@ void Game::updateHiScore() {
|
||||
hi_score_.score = player->getScore();
|
||||
hi_score_.name.clear();
|
||||
|
||||
// Si se supera la máxima puntuación emite sonido
|
||||
// Si se supera la máxima puntuación
|
||||
if (!hi_score_achieved_) {
|
||||
hi_score_achieved_ = true;
|
||||
playSound("hi_score_achieved.wav");
|
||||
playSound("hi_score_achieved.wav"); // Emite un sonido
|
||||
createMessage({paths_.at(8), paths_.at(9)}, Resource::get()->getTexture("game_text_new_record")); // CRea un mensaje
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -338,11 +346,10 @@ void Game::updateGameStateGameOver(float deltaTime) {
|
||||
}
|
||||
}
|
||||
|
||||
if (fade_out_->isEnabled()) {
|
||||
if (Options::audio.enabled) {
|
||||
const float VOL = static_cast<float>(64 * (100 - fade_out_->getValue())) / 100.0F;
|
||||
Audio::get()->setSoundVolume(static_cast<int>(VOL), Audio::Group::GAME);
|
||||
}
|
||||
if (Options::audio.enabled) {
|
||||
const float progress = std::min(game_over_timer_ / GAME_OVER_DURATION_S, 1.0f);
|
||||
const float VOL = 64.0f * (1.0f - progress);
|
||||
Audio::get()->setSoundVolume(static_cast<int>(VOL), Audio::Group::GAME);
|
||||
}
|
||||
|
||||
if (fade_out_->hasEnded()) {
|
||||
@@ -352,10 +359,6 @@ void Game::updateGameStateGameOver(float deltaTime) {
|
||||
Section::name = Section::Name::HI_SCORE_TABLE; // La partida ha terminado con la derrota de los jugadores
|
||||
}
|
||||
Section::options = Section::Options::HI_SCORE_AFTER_PLAYING;
|
||||
if (Options::audio.enabled) {
|
||||
Audio::get()->stopAllSounds();
|
||||
Audio::get()->setSoundVolume(Options::audio.sound.volume, Audio::Group::GAME);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1036,7 +1039,7 @@ void Game::initPaths() {
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = param.game.play_area.rect.w;
|
||||
const int Y = param.game.play_area.center_y;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 0.33f); // 20 frames → segundos
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 0.5f);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
|
||||
@@ -1048,11 +1051,11 @@ void Game::initPaths() {
|
||||
const int Y1 = param.game.play_area.center_y - (H / 2);
|
||||
const int Y2 = -H;
|
||||
const int X = param.game.play_area.center_x;
|
||||
paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 0.33f); // 20 frames → segundos
|
||||
paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 0.5f);
|
||||
paths_.emplace_back(createPath(Y1, Y2, PathType::VERTICAL, X, 80, easeInQuint), 0);
|
||||
}
|
||||
|
||||
// Recorrido para el texto de "Congratulations!!" (3,4)
|
||||
// Recorrido para el texto de "Congratulations!!" (4,5)
|
||||
{
|
||||
const auto &texture = Resource::get()->getTexture("game_text_congratulations");
|
||||
const auto W = texture->getWidth();
|
||||
@@ -1060,12 +1063,12 @@ void Game::initPaths() {
|
||||
const int X0 = -W;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = param.game.play_area.rect.w;
|
||||
const int Y = param.game.play_area.center_y - (H / 2) - 20;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
|
||||
const int Y = param.game.play_area.center_y - (H / 2);
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
|
||||
// Recorrido para el texto de "1.000.000 points!" (5,6)
|
||||
// Recorrido para el texto de "1.000.000 points!" (6,7)
|
||||
{
|
||||
const auto &texture = Resource::get()->getTexture("game_text_1000000_points");
|
||||
const auto W = texture->getWidth();
|
||||
@@ -1073,8 +1076,21 @@ void Game::initPaths() {
|
||||
const int X0 = param.game.play_area.rect.w;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = -W;
|
||||
const int Y = param.game.play_area.center_y + (H / 2) - 20;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 6.67f); // 400 frames → segundos
|
||||
const int Y = param.game.play_area.center_y + (H / 2);
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 7.0F);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
|
||||
// Recorrido para el texto de "New Record!" (8,9)
|
||||
{
|
||||
const auto &texture = Resource::get()->getTexture("game_text_new_record");
|
||||
const auto W = texture->getWidth();
|
||||
const auto H = texture->getHeight();
|
||||
const int X0 = -W;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = param.game.play_area.rect.w;
|
||||
const int Y = param.game.play_area.center_y - (H / 2) - (H * 2);
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 1.0f);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
}
|
||||
@@ -1486,7 +1502,7 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player) {
|
||||
}
|
||||
player->setInput(Input::Action::START);
|
||||
player->setPlayingState(Player::State::SHOWING_NAME);
|
||||
playSound("service_menu_select.wav");
|
||||
playSound("name_input_accept.wav");
|
||||
updateHiScoreName();
|
||||
}
|
||||
}
|
||||
@@ -1645,8 +1661,8 @@ void Game::initPlayers(Player::Id player_id) {
|
||||
}
|
||||
|
||||
// Hace sonar la música
|
||||
void Game::playMusic() {
|
||||
Audio::get()->playMusic("playing.ogg");
|
||||
void Game::playMusic(const std::string &music_file, int loop) {
|
||||
Audio::get()->playMusic(music_file, loop);
|
||||
}
|
||||
|
||||
// Pausa la música
|
||||
@@ -1751,16 +1767,13 @@ void Game::updateGameStateEnteringPlayer(float deltaTime) {
|
||||
void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
|
||||
updateGameStatePlaying(deltaTime);
|
||||
|
||||
// Reproducir música después de ~1.67 segundos (100 frames a 60fps)
|
||||
static bool music_started = false;
|
||||
constexpr float MUSIC_START_S = 1.67F;
|
||||
static float music_timer = 0.0f;
|
||||
if (!music_started) {
|
||||
music_timer += deltaTime;
|
||||
if (music_timer >= 1.67f) {
|
||||
playMusic();
|
||||
music_started = true;
|
||||
setState(State::PLAYING);
|
||||
}
|
||||
music_timer += deltaTime;
|
||||
if (music_timer >= MUSIC_START_S) {
|
||||
playMusic("playing.ogg");
|
||||
music_timer = 0.0F;
|
||||
setState(State::PLAYING);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1768,7 +1781,7 @@ void Game::updateGameStateShowingGetReadyMessage(float deltaTime) {
|
||||
void Game::updateGameStatePlaying(float deltaTime) {
|
||||
#ifdef _DEBUG
|
||||
if (auto_pop_balloons_) {
|
||||
stage_manager_->addPower(1);
|
||||
stage_manager_->addPower(2);
|
||||
}
|
||||
#endif
|
||||
updatePlayers(deltaTime);
|
||||
@@ -1922,11 +1935,19 @@ void Game::onPauseStateChanged(bool is_paused) {
|
||||
|
||||
// Maneja eventos del juego completado usando flags para triggers únicos
|
||||
void Game::handleGameCompletedEvents() {
|
||||
constexpr float START_CELEBRATIONS_S = 6.667f; // 400 frames a 60fps → segundos
|
||||
constexpr float END_CELEBRATIONS_S = 11.667f; // 700 frames a 60fps → segundos
|
||||
static bool start_celebrations_triggered = false;
|
||||
static bool end_celebrations_triggered = false;
|
||||
|
||||
// Resetear
|
||||
if (game_completed_timer_ == 0.0f) {
|
||||
start_celebrations_triggered = false;
|
||||
end_celebrations_triggered = false;
|
||||
}
|
||||
|
||||
constexpr float START_CELEBRATIONS_S = 6.0f;
|
||||
constexpr float END_CELEBRATIONS_S = 14.0f;
|
||||
|
||||
// Inicio de celebraciones
|
||||
static bool start_celebrations_triggered = false;
|
||||
if (!start_celebrations_triggered && game_completed_timer_ >= START_CELEBRATIONS_S) {
|
||||
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
|
||||
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
|
||||
@@ -1941,19 +1962,17 @@ void Game::handleGameCompletedEvents() {
|
||||
}
|
||||
|
||||
updateHiScore();
|
||||
playMusic("congratulations.ogg", 1);
|
||||
start_celebrations_triggered = true;
|
||||
}
|
||||
|
||||
// Fin de celebraciones
|
||||
static bool end_celebrations_triggered = false;
|
||||
if (!end_celebrations_triggered && game_completed_timer_ >= END_CELEBRATIONS_S) {
|
||||
for (auto &player : players_) {
|
||||
if (player->isCelebrating()) {
|
||||
player->setPlayingState(player->qualifiesForHighScore() ? Player::State::ENTERING_NAME_GAME_COMPLETED : Player::State::LEAVING_SCREEN);
|
||||
}
|
||||
}
|
||||
|
||||
fade_out_->activate();
|
||||
end_celebrations_triggered = true;
|
||||
}
|
||||
}
|
||||
@@ -1961,6 +1980,12 @@ void Game::handleGameCompletedEvents() {
|
||||
// Maneja eventos de game over usando flag para trigger único
|
||||
void Game::handleGameOverEvents() {
|
||||
static bool game_over_triggered = false;
|
||||
|
||||
// Resetear
|
||||
if (game_over_timer_ == 0.0f) {
|
||||
game_over_triggered = false;
|
||||
}
|
||||
|
||||
if (!game_over_triggered && game_over_timer_ == 0.0f) {
|
||||
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
|
||||
Audio::get()->fadeOutMusic(1000);
|
||||
|
||||
@@ -75,11 +75,11 @@ class Game {
|
||||
|
||||
// --- Constantes de tiempo (en segundos) ---
|
||||
static constexpr float HELP_COUNTER_S = 16.667f; // Contador de ayuda (1000 frames a 60fps → segundos)
|
||||
static constexpr float GAME_COMPLETED_START_FADE_S = 8.333f; // Inicio del fade al completar (500 frames → segundos)
|
||||
static constexpr float GAME_COMPLETED_END_S = 11.667f; // Fin del juego completado (700 frames → segundos)
|
||||
static constexpr float GAME_OVER_DURATION_S = 5.833f; // Duración game over (350 frames → segundos)
|
||||
static constexpr float TIME_STOPPED_DURATION_S = 6.0f; // Duración del tiempo detenido (360 frames → segundos)
|
||||
static constexpr float DEMO_FADE_PRE_DURATION_S = 0.5f; // Pre-duración del fade en modo demo
|
||||
static constexpr float GAME_COMPLETED_START_FADE_S = 8.333f; // Inicio del fade al completar (500 frames → segundos)
|
||||
static constexpr float GAME_COMPLETED_END_S = 11.667f; // Fin del juego completado (700 frames → segundos)
|
||||
static constexpr float GAME_OVER_DURATION_S = 7.0f; // Duración game over (350 frames → segundos)
|
||||
static constexpr float TIME_STOPPED_DURATION_S = 6.0f; // Duración del tiempo detenido (360 frames → segundos)
|
||||
static constexpr float DEMO_FADE_PRE_DURATION_S = 0.5f; // Pre-duración del fade en modo demo
|
||||
static constexpr int ITEM_POINTS_1_DISK_ODDS = 10;
|
||||
static constexpr int ITEM_POINTS_2_GAVINA_ODDS = 6;
|
||||
static constexpr int ITEM_POINTS_3_PACMAR_ODDS = 3;
|
||||
@@ -226,7 +226,7 @@ class Game {
|
||||
void demoHandlePlayerInput(const std::shared_ptr<Player> &player, int index); // Procesa entrada de jugador en demo
|
||||
|
||||
// --- Sistema de balas y proyectiles ---
|
||||
void updateBullets(float deltaTime); // Actualiza posición y estado de todas las balas (time-based)
|
||||
void updateBullets(float deltaTime); // Actualiza posición y estado de todas las balas (time-based)
|
||||
void renderBullets(); // Renderiza todas las balas activas
|
||||
void createBullet(int x, int y, BulletType kind, bool powered_up, Player::Id owner); // Crea una nueva bala
|
||||
void checkBulletCollision(); // Verifica colisiones de todas las balas
|
||||
@@ -238,7 +238,7 @@ class Game {
|
||||
void processBalloonHit(const std::shared_ptr<Bullet> &bullet, const std::shared_ptr<Balloon> &balloon); // Procesa impacto en globo
|
||||
|
||||
// --- Sistema de ítems y power-ups ---
|
||||
void updateItems(float deltaTime); // Actualiza posición y estado de todos los ítems
|
||||
void updateItems(float deltaTime); // Actualiza posición y estado de todos los ítems
|
||||
void renderItems(); // Renderiza todos los ítems activos
|
||||
auto dropItem() -> ItemType; // Determina aleatoriamente qué ítem soltar
|
||||
void createItem(ItemType type, float x, float y); // Crea un nuevo ítem en posición específica
|
||||
@@ -258,14 +258,14 @@ class Game {
|
||||
|
||||
// --- Sprites inteligentes (smartsprites) ---
|
||||
void updateSmartSprites(float deltaTime); // Actualiza todos los sprites con lógica propia (time-based)
|
||||
void renderSmartSprites(); // Renderiza todos los sprites inteligentes
|
||||
void freeSmartSprites(); // Libera memoria de sprites inteligentes
|
||||
void renderSmartSprites(); // Renderiza todos los sprites inteligentes
|
||||
void freeSmartSprites(); // Libera memoria de sprites inteligentes
|
||||
|
||||
// --- Sprites por ruta (pathsprites) ---
|
||||
void updatePathSprites(float deltaTime); // Actualiza sprites que siguen rutas predefinidas
|
||||
void renderPathSprites(); // Renderiza sprites animados por ruta
|
||||
void freePathSprites(); // Libera memoria de sprites por ruta
|
||||
void initPaths(); // Inicializa rutas predefinidas para animaciones
|
||||
void renderPathSprites(); // Renderiza sprites animados por ruta
|
||||
void freePathSprites(); // Libera memoria de sprites por ruta
|
||||
void initPaths(); // Inicializa rutas predefinidas para animaciones
|
||||
|
||||
// --- Creación de sprites especiales ---
|
||||
void createItemText(int x, const std::shared_ptr<Texture> &texture); // Crea texto animado para ítems
|
||||
@@ -295,17 +295,17 @@ class Game {
|
||||
void updateDemo(); // Actualiza lógica específica del modo demo
|
||||
|
||||
// --- Recursos y renderizado ---
|
||||
void setResources(); // Asigna texturas y animaciones a los objetos
|
||||
void setResources(); // Asigna texturas y animaciones a los objetos
|
||||
void updateBackground(float deltaTime); // Actualiza elementos del fondo (time-based)
|
||||
void fillCanvas(); // Renderiza elementos del área de juego en su textura
|
||||
void updateHelper(); // Actualiza variables auxiliares de renderizado
|
||||
void fillCanvas(); // Renderiza elementos del área de juego en su textura
|
||||
void updateHelper(); // Actualiza variables auxiliares de renderizado
|
||||
|
||||
// --- Sistema de audio ---
|
||||
static void playMusic(); // Reproduce la música de fondo
|
||||
void stopMusic() const; // Detiene la reproducción de música
|
||||
static void pauseMusic(); // Pausa la música
|
||||
static void resumeMusic(); // Retoma la música que eestaba pausada
|
||||
void playSound(const std::string &name) const; // Reproduce un efecto de sonido específico
|
||||
static void playMusic(const std::string &music_file, int loop = -1); // Reproduce la música de fondo
|
||||
void stopMusic() const; // Detiene la reproducción de música
|
||||
static void pauseMusic(); // Pausa la música
|
||||
static void resumeMusic(); // Retoma la música que eestaba pausada
|
||||
void playSound(const std::string &name) const; // Reproduce un efecto de sonido específico
|
||||
|
||||
void sendPlayerToTheBack(const std::shared_ptr<Player> &player); // Mueve el jugador para pintarlo al fondo de la lista de jugadores
|
||||
void sendPlayerToTheFront(const std::shared_ptr<Player> &player); // Mueve el jugador para pintarlo el primero de la lista de jugadores
|
||||
|
||||
Reference in New Issue
Block a user