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6 Commits

16 changed files with 178 additions and 174 deletions

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@@ -14,6 +14,22 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
set(GIT_HASH "unknown")
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
@@ -92,17 +108,12 @@ set(APP_SOURCES
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
source/external/jail_shader.cpp
source/external/json.hpp
source/external/gif.cpp
)
# Añadir jail_audio.cpp solo si el audio está habilitado
if(NOT DISABLE_AUDIO)
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
endif()
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
@@ -128,16 +139,6 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Opción para habilitar/deshabilitar audio
option(DISABLE_AUDIO "Disable audio system" OFF)
# Definir NO_AUDIO si la opción está activada
if(DISABLE_AUDIO)
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
else()
message(STATUS "Audio habilitado")
endif()
# Configuración específica para cada plataforma
if(WIN32)

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@@ -4,9 +4,7 @@
#include <algorithm> // Para clamp
#ifndef NO_AUDIO
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
#endif
#include "options.h" // Para AudioOptions, audio, MusicOptions
#include "resource.h" // Para Resource
@@ -27,9 +25,7 @@ Audio::Audio() { initSDLAudio(); }
// Destructor
Audio::~Audio() {
#ifndef NO_AUDIO
JA_Quit();
#endif
}
// Método principal
@@ -43,9 +39,7 @@ void Audio::playMusic(const std::string &name, const int loop) {
music_.loop = (loop != 0);
if (music_enabled_ && music_.state != MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_PlayMusic(Resource::get()->getMusic(name), loop);
#endif
music_.state = MusicState::PLAYING;
}
}
@@ -53,9 +47,7 @@ void Audio::playMusic(const std::string &name, const int loop) {
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_PauseMusic();
#endif
music_.state = MusicState::PAUSED;
}
}
@@ -63,9 +55,7 @@ void Audio::pauseMusic() {
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
#ifndef NO_AUDIO
JA_ResumeMusic();
#endif
music_.state = MusicState::PLAYING;
}
}
@@ -73,9 +63,7 @@ void Audio::resumeMusic() {
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
#ifndef NO_AUDIO
JA_StopMusic();
#endif
music_.state = MusicState::STOPPED;
}
}
@@ -83,33 +71,26 @@ void Audio::stopMusic() {
// Reproduce un sonido
void Audio::playSound(const std::string &name, Group group) const {
if (sound_enabled_) {
#ifndef NO_AUDIO
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
#endif
}
}
// Detiene todos los sonidos
void Audio::stopAllSounds() const {
if (sound_enabled_) {
#ifndef NO_AUDIO
JA_StopChannel(-1);
#endif
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
#ifndef NO_AUDIO
JA_FadeOutMusic(milliseconds);
#endif
}
}
// Consulta directamente el estado real de la música en jailaudio
auto Audio::getRealMusicState() const -> MusicState {
#ifndef NO_AUDIO
JA_Music_state ja_state = JA_GetMusicState();
switch (ja_state) {
case JA_MUSIC_PLAYING:
@@ -122,19 +103,14 @@ auto Audio::getRealMusicState() const -> MusicState {
default:
return MusicState::STOPPED;
}
#else
return MusicState::STOPPED;
#endif
}
// Establece el volumen de los sonidos
void Audio::setSoundVolume(int sound_volume, Group group) const {
if (sound_enabled_) {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
#ifndef NO_AUDIO
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
#endif
}
}
@@ -142,10 +118,8 @@ void Audio::setSoundVolume(int sound_volume, Group group) const {
void Audio::setMusicVolume(int music_volume) const {
if (music_enabled_) {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
#ifndef NO_AUDIO
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
JA_SetMusicVolume(CONVERTED_VOLUME);
#endif
}
}
@@ -164,7 +138,6 @@ void Audio::enable(bool value) {
// Inicializa SDL Audio
void Audio::initSDLAudio() {
#ifndef NO_AUDIO
if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
} else {
@@ -173,7 +146,4 @@ void Audio::initSDLAudio() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system initialized successfully");
}
#else
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system disabled");
#endif
}

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@@ -6,6 +6,7 @@
#include "color.h"
#include "ui/notifier.h" // Para Notifier::Position
#include "version.h" // Para Version::APP_NAME
// --- Namespace GameDefaults: configuración centralizada con valores por defecto del juego ---
namespace GameDefaults {
@@ -211,7 +212,7 @@ constexpr const char* PLAYER1 = "422028FF";
// --- OPTIONS ---
namespace Options {
// Window
constexpr const char* WINDOW_CAPTION = "Coffee Crisis Arcade Edition";
constexpr const char* WINDOW_CAPTION = Version::APP_NAME;
constexpr int WINDOW_ZOOM = 2;
constexpr int WINDOW_MAX_ZOOM = 2;

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@@ -350,16 +350,11 @@ class Player {
void updateFireSystem(float deltaTime); // Método principal del nuevo sistema de disparo
void updateFunctionalLine(float deltaTime); // Actualiza la línea funcional (CanFire)
void updateVisualLine(float deltaTime); // Actualiza la línea visual (Animaciones)
void startFiring(int cooldown_frames); // Inicia un nuevo disparo en ambas líneas
void updateFiringStateFromVisual(); // Sincroniza firing_state_ con visual_fire_state_
void transitionToRecoilingNew(); // Transición AIMING → RECOILING
void transitionToThreatPose(); // Transición RECOILING → THREAT_POSE
void transitionToNormalNew(); // Transición THREAT_POSE → NORMAL
// --- Sistema de disparo obsoleto (legacy) ---
void handleFiringCooldown(float deltaTime); // Gestiona el tiempo de espera después de disparar
void handleRecoilAndCooling(float deltaTime); // Procesa retroceso y enfriamiento
void handleCoolingState(float deltaTime); // Actualiza estado de enfriamiento
// --- Manejadores de movimiento ---
void handlePlayingMovement(float deltaTime); // Gestiona el movimiento durante el juego
void handleRecoverMovement(); // Comprueba si ha acabado la animación de recuperación

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@@ -12,9 +12,8 @@
#include "asset.h" // Para Asset
#include "color.h" // Para Color
#ifndef NO_AUDIO
#include "version.h" // Para Version::APP_NAME y Version::GIT_HASH
#include "external/jail_audio.h" // Para JA_LoadMusic, JA_LoadSound, JA_DeleteMusic, JA_DeleteSound
#endif
#include "lang.h" // Para getText
#include "param.h" // Para Param, param, ParamResource, ParamGame
#include "resource_helper.h" // Para ResourceHelper
@@ -324,7 +323,6 @@ auto Resource::getDemoData(int index) -> DemoData & {
auto Resource::loadSoundLazy(const std::string &name) -> JA_Sound_t * {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading sound lazily: %s", name.c_str());
#ifndef NO_AUDIO
auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND);
for (const auto &file : sound_list) {
if (getFileName(file) == name) {
@@ -332,13 +330,11 @@ auto Resource::loadSoundLazy(const std::string &name) -> JA_Sound_t * {
return JA_LoadSound(audio_path.c_str());
}
}
#endif
return nullptr;
}
auto Resource::loadMusicLazy(const std::string &name) -> JA_Music_t * {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading music lazily: %s", name.c_str());
#ifndef NO_AUDIO
auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC);
for (const auto &file : music_list) {
if (getFileName(file) == name) {
@@ -346,7 +342,6 @@ auto Resource::loadMusicLazy(const std::string &name) -> JA_Music_t * {
return JA_LoadMusic(audio_path.c_str());
}
}
#endif
return nullptr;
}
@@ -425,10 +420,8 @@ auto Resource::loadAnimationLazy(const std::string &name) -> AnimationsFileBuffe
// Vacia todos los vectores de recursos
void Resource::clear() {
#ifndef NO_AUDIO
clearSounds();
clearMusics();
#endif
textures_.clear();
text_files_.clear();
texts_.clear();
@@ -448,10 +441,8 @@ void Resource::load() {
screen->setVSync(false);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** LOADING RESOURCES");
#ifndef NO_AUDIO
loadSounds(); // Carga sonidos
loadMusics(); // Carga músicas
#endif
loadTextures(); // Carga texturas
loadTextFiles(); // Carga ficheros de texto
loadAnimations(); // Carga animaciones
@@ -484,12 +475,8 @@ void Resource::loadSounds() {
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
#ifndef NO_AUDIO
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
sounds_.emplace_back(name, JA_LoadSound(audio_path.c_str()));
#else
sounds_.emplace_back(name, nullptr);
#endif
printWithDots("Sound : ", name, "[ LOADED ]");
}
}
@@ -503,12 +490,8 @@ void Resource::loadMusics() {
for (const auto &l : list) {
auto name = getFileName(l);
updateLoadingProgress(name);
#ifndef NO_AUDIO
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
musics_.emplace_back(name, JA_LoadMusic(audio_path.c_str()));
#else
musics_.emplace_back(name, nullptr);
#endif
printWithDots("Music : ", name, "[ LOADED ]");
}
}
@@ -738,9 +721,7 @@ void Resource::createText() {
void Resource::clearSounds() {
for (auto &sound : sounds_) {
if (sound.sound != nullptr) {
#ifndef NO_AUDIO
JA_DeleteSound(sound.sound);
#endif
sound.sound = nullptr;
}
}
@@ -751,9 +732,7 @@ void Resource::clearSounds() {
void Resource::clearMusics() {
for (auto &music : musics_) {
if (music.music != nullptr) {
#ifndef NO_AUDIO
JA_DeleteMusic(music.music);
#endif
music.music = nullptr;
}
}
@@ -809,20 +788,27 @@ void Resource::renderProgress() {
Lang::getText("[RESOURCE] LOADING") + " : " + loading_resource_name_,
param.resource.color);
// Muestra información del monitor alineada con la barra de carga
// Muestra nombre de la aplicación y versión
loading_text_->writeColored(
X_PADDING,
Y_PADDING,
std::string(Version::APP_NAME) + " (" + Version::GIT_HASH + ")",
param.resource.color);
// Muestra información del monitor desplazada hacia abajo
loading_text_->writeColored(
X_PADDING,
Y_PADDING + 18,
screen->getDisplayMonitorName(),
param.resource.color);
loading_text_->writeColored(
X_PADDING,
Y_PADDING + 9,
Y_PADDING + 27,
std::to_string(screen->getDisplayMonitorWidth()) + "x" + std::to_string(screen->getDisplayMonitorHeight()),
param.resource.color);
loading_text_->writeColored(
X_PADDING,
Y_PADDING + 18,
Y_PADDING + 36,
std::to_string(screen->getDisplayMonitorRefreshRate()) + "Hz",
param.resource.color);

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@@ -293,11 +293,10 @@ void Credits::fillCanvas() {
// Actualiza el destino de los rectangulos de las texturas (time-based)
void Credits::updateTextureDstRects(float deltaTime) {
constexpr float TEXTURE_UPDATE_INTERVAL_S = 10.0f / 60.0f; // ~0.167s (cada 10 frames)
static float texture_accumulator = 0.0f;
texture_accumulator += deltaTime;
credits_state_.texture_accumulator += deltaTime;
if (texture_accumulator >= TEXTURE_UPDATE_INTERVAL_S) {
texture_accumulator -= TEXTURE_UPDATE_INTERVAL_S;
if (credits_state_.texture_accumulator >= TEXTURE_UPDATE_INTERVAL_S) {
credits_state_.texture_accumulator -= TEXTURE_UPDATE_INTERVAL_S;
// Comprueba la posición de la textura con los titulos de credito
if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y) {
@@ -336,20 +335,17 @@ void Credits::throwBalloons(float deltaTime) {
return;
}
static float balloon_accumulator = 0.0f;
static float powerball_accumulator = 0.0f;
credits_state_.balloon_accumulator += deltaTime;
credits_state_.powerball_accumulator += deltaTime;
balloon_accumulator += deltaTime;
powerball_accumulator += deltaTime;
if (balloon_accumulator >= BALLOON_INTERVAL_S) {
balloon_accumulator -= BALLOON_INTERVAL_S;
if (credits_state_.balloon_accumulator >= BALLOON_INTERVAL_S) {
credits_state_.balloon_accumulator -= BALLOON_INTERVAL_S;
const int INDEX = (static_cast<int>(counter_ / SPEED)) % SETS.size();
balloon_manager_->deployFormation(SETS.at(INDEX), -60);
}
if (powerball_accumulator >= POWERBALL_INTERVAL_S && counter_ > 0) {
powerball_accumulator -= POWERBALL_INTERVAL_S;
if (credits_state_.powerball_accumulator >= POWERBALL_INTERVAL_S && counter_ > 0) {
credits_state_.powerball_accumulator -= POWERBALL_INTERVAL_S;
balloon_manager_->createPowerBall();
}
}
@@ -425,13 +421,11 @@ void Credits::initPlayers() {
void Credits::updateBlackRects(float deltaTime) {
static float current_step_ = static_cast<float>(steps_);
constexpr float BLACK_RECT_INTERVAL_S = 4.0f / 60.0f; // ~0.067s (cada 4 frames)
static float black_rect_accumulator = 0.0f;
if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1) {
// Si los rectangulos superior e inferior no han llegado al centro
black_rect_accumulator += deltaTime;
if (black_rect_accumulator >= BLACK_RECT_INTERVAL_S) {
black_rect_accumulator -= BLACK_RECT_INTERVAL_S;
credits_state_.black_rect_accumulator += deltaTime;
if (credits_state_.black_rect_accumulator >= BLACK_RECT_INTERVAL_S) {
credits_state_.black_rect_accumulator -= BLACK_RECT_INTERVAL_S;
// Incrementa la altura del rectangulo superior
top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
@@ -515,33 +509,33 @@ void Credits::cycleColors() {
constexpr int UPPER_LIMIT = 140; // Límite superior
constexpr int LOWER_LIMIT = 30; // Límite inferior
static auto r_ = static_cast<float>(UPPER_LIMIT);
static auto g_ = static_cast<float>(LOWER_LIMIT);
static auto b_ = static_cast<float>(LOWER_LIMIT);
static float step_r_ = -0.5F; // Paso flotante para transiciones suaves
static float step_g_ = 0.3F;
static float step_b_ = 0.1F;
// Inicializar valores RGB si es la primera vez
if (credits_state_.r == 255.0f && credits_state_.g == 0.0f && credits_state_.b == 0.0f && credits_state_.step_r == -0.5f) {
credits_state_.r = static_cast<float>(UPPER_LIMIT);
credits_state_.g = static_cast<float>(LOWER_LIMIT);
credits_state_.b = static_cast<float>(LOWER_LIMIT);
}
// Ajustar valores de R
r_ += step_r_;
if (r_ >= UPPER_LIMIT || r_ <= LOWER_LIMIT) {
step_r_ = -step_r_; // Cambia de dirección al alcanzar los límites
credits_state_.r += credits_state_.step_r;
if (credits_state_.r >= UPPER_LIMIT || credits_state_.r <= LOWER_LIMIT) {
credits_state_.step_r = -credits_state_.step_r; // Cambia de dirección al alcanzar los límites
}
// Ajustar valores de G
g_ += step_g_;
if (g_ >= UPPER_LIMIT || g_ <= LOWER_LIMIT) {
step_g_ = -step_g_; // Cambia de dirección al alcanzar los límites
credits_state_.g += credits_state_.step_g;
if (credits_state_.g >= UPPER_LIMIT || credits_state_.g <= LOWER_LIMIT) {
credits_state_.step_g = -credits_state_.step_g; // Cambia de dirección al alcanzar los límites
}
// Ajustar valores de B
b_ += step_b_;
if (b_ >= UPPER_LIMIT || b_ <= LOWER_LIMIT) {
step_b_ = -step_b_; // Cambia de dirección al alcanzar los límites
credits_state_.b += credits_state_.step_b;
if (credits_state_.b >= UPPER_LIMIT || credits_state_.b <= LOWER_LIMIT) {
credits_state_.step_b = -credits_state_.step_b; // Cambia de dirección al alcanzar los límites
}
// Aplicar el color, redondeando a enteros antes de usar
color_ = Color(static_cast<int>(r_), static_cast<int>(g_), static_cast<int>(b_));
color_ = Color(static_cast<int>(credits_state_.r), static_cast<int>(credits_state_.g), static_cast<int>(credits_state_.b));
tiled_bg_->setColor(color_);
}

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@@ -65,6 +65,20 @@ class Credits {
int initial_volume_ = Options::audio.music.volume; // Volumen inicial
int steps_ = 0; // Pasos para reducir audio
// --- Estado de acumuladores para animaciones ---
struct CreditsState {
float texture_accumulator = 0.0f;
float balloon_accumulator = 0.0f;
float powerball_accumulator = 0.0f;
float black_rect_accumulator = 0.0f;
float r = 255.0f; // UPPER_LIMIT
float g = 0.0f; // LOWER_LIMIT
float b = 0.0f; // LOWER_LIMIT
float step_r = -0.5f;
float step_g = 0.3f;
float step_b = 0.1f;
} credits_state_;
// --- Rectángulos de renderizado ---
// Texto de créditos
SDL_FRect credits_rect_src_ = param.game.game_area.rect;

View File

@@ -319,7 +319,7 @@ void Game::updateStage() {
}
}
// Actualiza el estado de fin de la partida
// Actualiza las variables y sistemas durante el estado de fin de partida
void Game::updateGameStateGameOver(float deltaTime) {
fade_out_->update();
updatePlayers(deltaTime);
@@ -336,14 +336,8 @@ void Game::updateGameStateGameOver(float deltaTime) {
cleanVectors();
if (game_over_timer_ < GAME_OVER_DURATION_S) {
handleGameOverEvents(); // Maneja eventos al inicio
game_over_timer_ += deltaTime; // Incremento time-based
constexpr float FADE_TRIGGER_S = GAME_OVER_DURATION_S - 2.5f; // 2.5 segundos antes del final
if (game_over_timer_ >= FADE_TRIGGER_S && !fade_out_->isEnabled()) {
fade_out_->activate();
}
game_over_timer_ += deltaTime; // Incremento time-based primero
handleGameOverEvents(); // Maneja eventos después del incremento
}
if (Options::audio.enabled) {
@@ -872,13 +866,11 @@ void Game::updateTimeStopped(float deltaTime) {
// Fase de advertencia (últimos 2 segundos)
if (time_stopped_timer_ <= WARNING_THRESHOLD_S) {
static float last_sound_time = 0.0f;
static bool color_flash_sound_played = false;
static bool warning_phase_started = false;
// CLAC al entrar en fase de advertencia
if (!warning_phase_started) {
if (!time_stopped_flags_.warning_phase_started) {
playSound("clock.wav");
warning_phase_started = true;
time_stopped_flags_.warning_phase_started = true;
last_sound_time = 0.0f; // Reset para empezar el ciclo rápido
}
@@ -888,11 +880,11 @@ void Game::updateTimeStopped(float deltaTime) {
balloon_manager_->normalColorsToAllBalloons();
playSound("clock.wav");
last_sound_time = 0.0f;
color_flash_sound_played = false; // Reset flag para el próximo intervalo
} else if (last_sound_time >= COLOR_FLASH_INTERVAL_S && !color_flash_sound_played) {
time_stopped_flags_.color_flash_sound_played = false; // Reset flag para el próximo intervalo
} else if (last_sound_time >= COLOR_FLASH_INTERVAL_S && !time_stopped_flags_.color_flash_sound_played) {
balloon_manager_->reverseColorsToAllBalloons();
playSound("clock.wav");
color_flash_sound_played = true; // Evita que suene múltiples veces
time_stopped_flags_.color_flash_sound_played = true; // Evita que suene múltiples veces
}
} else {
// Fase normal - solo sonido ocasional
@@ -997,6 +989,7 @@ void Game::enableTimeStopItem() {
balloon_manager_->stopAllBalloons();
balloon_manager_->reverseColorsToAllBalloons();
time_stopped_timer_ = TIME_STOPPED_DURATION_S;
time_stopped_flags_.reset(); // Resetea flags al activar el item
}
// Deshabilita el efecto del item de detener el tiempo
@@ -1890,6 +1883,10 @@ void Game::setState(State state) {
destroyAllItems(); // Destruye todos los items
background_->setAlpha(0); // Elimina el tono rojo de las últimas pantallas
tabe_->disableSpawning(); // Deshabilita la creacion de Tabes
game_completed_flags_.reset(); // Resetea flags de juego completado
break;
case State::GAME_OVER:
game_over_flags_.reset(); // Resetea flags de game over
break;
default:
break;
@@ -1951,20 +1948,11 @@ void Game::onPauseStateChanged(bool is_paused) {
// Maneja eventos del juego completado usando flags para triggers únicos
void Game::handleGameCompletedEvents() {
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
if (!start_celebrations_triggered && game_completed_timer_ >= START_CELEBRATIONS_S) {
if (!game_completed_flags_.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"));
@@ -1979,43 +1967,44 @@ void Game::handleGameCompletedEvents() {
updateHiScore();
playMusic("congratulations.ogg", 1);
start_celebrations_triggered = true;
game_completed_flags_.start_celebrations_triggered = true;
}
// Fin de celebraciones
if (!end_celebrations_triggered && game_completed_timer_ >= END_CELEBRATIONS_S) {
if (!game_completed_flags_.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);
}
}
end_celebrations_triggered = true;
game_completed_flags_.end_celebrations_triggered = true;
}
}
// Maneja eventos de game over usando flag para trigger único
// Maneja eventos discretos basados en tiempo durante el estado game over
void Game::handleGameOverEvents() {
static bool game_over_trigger1 = false;
static bool game_over_trigger2 = false;
constexpr float MESSAGE_TRIGGER_S = 1.5f;
constexpr float FADE_TRIGGER_S = GAME_OVER_DURATION_S - 2.5f;
// Resetear
if (game_over_timer_ == 0.0f) {
game_over_trigger1 = false;
game_over_trigger2 = false;
}
if (!game_over_trigger1 && game_over_timer_ == 0.0f) {
// Trigger inicial: fade out de música y sonidos de globos
if (!game_over_flags_.music_fade_triggered) {
Audio::get()->fadeOutMusic(1000);
balloon_manager_->setBouncingSounds(true);
game_over_trigger1 = true;
}
if (!game_over_trigger2 && game_over_timer_ >= 1.5f) {
createMessage({paths_.at(10), paths_.at(11)}, Resource::get()->getTexture("game_text_game_over"));
playSound("voice_game_over.wav");
game_over_trigger2 = true;
game_over_flags_.music_fade_triggered = true;
}
// Trigger del mensaje "Game Over"
if (!game_over_flags_.message_triggered && game_over_timer_ >= MESSAGE_TRIGGER_S) {
createMessage({paths_.at(10), paths_.at(11)}, Resource::get()->getTexture("game_text_game_over"));
playSound("voice_game_over.wav");
game_over_flags_.message_triggered = true;
}
// Trigger del fade out
if (!game_over_flags_.fade_out_triggered && game_over_timer_ >= FADE_TRIGGER_S && !fade_out_->isEnabled()) {
fade_out_->activate();
game_over_flags_.fade_out_triggered = true;
}
}
#ifdef _DEBUG

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@@ -165,6 +165,39 @@ class Game {
std::vector<std::shared_ptr<Player>> players_to_put_at_front_;
Hit hit_; // Para representar colisiones en pantalla
// Estructuras para gestionar flags de eventos basados en tiempo
struct GameOverFlags {
bool music_fade_triggered = false;
bool message_triggered = false;
bool fade_out_triggered = false;
void reset() {
music_fade_triggered = false;
message_triggered = false;
fade_out_triggered = false;
}
} game_over_flags_;
struct GameCompletedFlags {
bool start_celebrations_triggered = false;
bool end_celebrations_triggered = false;
void reset() {
start_celebrations_triggered = false;
end_celebrations_triggered = false;
}
} game_completed_flags_;
struct TimeStoppedFlags {
bool color_flash_sound_played = false;
bool warning_phase_started = false;
void reset() {
color_flash_sound_played = false;
warning_phase_started = false;
}
} time_stopped_flags_;
#ifdef _DEBUG
bool auto_pop_balloons_ = false; // Si es true, incrementa automaticamente los globos explotados
#endif
@@ -185,7 +218,7 @@ class Game {
void updateGameStateShowingGetReadyMessage(float deltaTime); // Gestiona el estado de mensaje "preparado"
void updateGameStatePlaying(float deltaTime); // Gestiona el estado de juego activo
void updateGameStateCompleted(float deltaTime); // Gestiona el estado de juego completado
void updateGameStateGameOver(float deltaTime); // Gestiona el estado de fin de partida
void updateGameStateGameOver(float deltaTime); // Gestiona las actualizaciones continuas del estado de fin de partida
// --- Gestión de jugadores ---
void initPlayers(Player::Id player_id); // Inicializa los datos de los jugadores
@@ -250,7 +283,7 @@ class Game {
void disableTimeStopItem(); // Desactiva el efecto de detener el tiempo
void updateTimeStopped(float deltaTime); // Actualiza el estado del tiempo detenido
void handleGameCompletedEvents(); // Maneja eventos del juego completado
void handleGameOverEvents(); // Maneja eventos de game over
void handleGameOverEvents(); // Maneja eventos discretos basados en tiempo durante game over
void throwCoffee(int x, int y); // Crea efecto de café arrojado al ser golpeado
// --- Gestión de caída de ítems ---

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@@ -368,17 +368,14 @@ void HiScoreTable::glowEntryNames() {
// Gestiona el contador
void HiScoreTable::updateCounter() {
static bool background_changed = false;
static bool fade_activated = false;
if (elapsed_time_ >= BACKGROUND_CHANGE_S && !background_changed) {
if (elapsed_time_ >= BACKGROUND_CHANGE_S && !hiscore_flags_.background_changed) {
background_->setColor(background_fade_color_.DARKEN());
background_->setAlpha(96);
background_changed = true;
hiscore_flags_.background_changed = true;
}
if (elapsed_time_ >= COUNTER_END_S && !fade_activated) {
if (elapsed_time_ >= COUNTER_END_S && !hiscore_flags_.fade_activated) {
fade_->activate();
fade_activated = true;
hiscore_flags_.fade_activated = true;
}
}

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@@ -56,6 +56,17 @@ class HiScoreTable {
Color background_fade_color_; // Color de atenuación del fondo
std::vector<Color> entry_colors_; // Colores para destacar las entradas en la tabla
// --- Flags para eventos basados en tiempo ---
struct HiScoreFlags {
bool background_changed = false;
bool fade_activated = false;
void reset() {
background_changed = false;
fade_activated = false;
}
} hiscore_flags_;
// --- Métodos internos ---
void update(float delta_time); // Actualiza las variables
void render(); // Pinta en pantalla

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@@ -43,7 +43,11 @@ Title::Title()
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
state_(State::LOGO_ANIMATING),
num_controllers_(Input::get()->getNumGamepads()) {
num_controllers_(Input::get()->getNumGamepads())
#ifdef _DEBUG
, debug_color_(param.title.bg_color)
#endif
{
// Configura objetos
tiled_bg_->setColor(param.title.bg_color);
tiled_bg_->setSpeed(0.0F);
@@ -141,13 +145,11 @@ void Title::handleKeyDownEvent(const SDL_Event& event) {
#ifdef _DEBUG
void Title::handleDebugColorKeys(SDL_Keycode key) {
static Color color_ = param.title.bg_color;
adjustColorComponent(key, color_);
adjustColorComponent(key, debug_color_);
counter_time_ = 0.0f;
tiled_bg_->setColor(color_);
printColorValue(color_);
tiled_bg_->setColor(debug_color_);
printColorValue(debug_color_);
}
void Title::adjustColorComponent(SDL_Keycode key, Color& color) {

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@@ -99,6 +99,10 @@ class Title {
bool player1_start_pressed_ = false; // Indica si se ha pulsado el botón de empezar para el jugador 1
bool player2_start_pressed_ = false; // Indica si se ha pulsado el botón de empezar para el jugador 2
#ifdef _DEBUG
Color debug_color_; // Color para depuración en modo debug
#endif
// --- Ciclo de vida del título ---
void update(float deltaTime); // Actualiza las variables del objeto
float calculateDeltaTime(); // Calcula el tiempo transcurrido desde el último frame

6
source/version.h.in Normal file
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@@ -0,0 +1,6 @@
#pragma once
namespace Version {
constexpr const char* GIT_HASH = "@GIT_HASH@";
constexpr const char* APP_NAME = "Coffee Crisis Arcade Edition";
}

Binary file not shown.

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@@ -1,9 +1,10 @@
#include "../source/resource_pack.h"
#include "../build/version.h" // Para Version::APP_NAME
#include <iostream>
#include <filesystem>
void showHelp() {
std::cout << "Coffee Crisis Arcade Edition - Resource Packer" << std::endl;
std::cout << Version::APP_NAME << " - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Usage: pack_resources [options] [input_dir] [output_file]" << std::endl;
std::cout << std::endl;
@@ -71,7 +72,7 @@ int main(int argc, char* argv[]) {
return 0;
}
std::cout << "Coffee Crisis Arcade Edition - Resource Packer" << std::endl;
std::cout << Version::APP_NAME << " - Resource Packer" << std::endl;
std::cout << "===============================================" << std::endl;
std::cout << "Input directory: " << dataDir << std::endl;
std::cout << "Output file: " << outputFile << std::endl;