forked from jaildesigner-jailgames/jaildoctors_dilemma
LoadingScreen: nous efectes de so. Millores acabades
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@@ -91,28 +91,30 @@ void LoadingScreen::transitionToState(State new_state) {
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case State::HEADER1:
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case State::HEADER2:
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current_border_type_ = Border::RED_AND_CYAN;
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// Reproducir sonido de cargar el header
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Audio::get()->playMusic("loading_sound1.ogg");
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Audio::get()->playMusic("loading_header.ogg", 0);
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break;
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case State::DATA1:
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printProgramName();
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/* CONTINUA */
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current_border_type_ = Border::YELLOW_AND_BLUE;
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Audio::get()->playMusic("loading_data1.ogg", 0);
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break;
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case State::DATA2:
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current_border_type_ = Border::YELLOW_AND_BLUE;
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Audio::get()->playMusic("loading_data2.ogg", 0);
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break;
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case State::LOADING_MONO:
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current_border_type_ = Border::YELLOW_AND_BLUE;
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// Reproducir sonido de carga monocromática
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Audio::get()->playMusic("loading_sound2.ogg");
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Audio::get()->playMusic("loading_screen_data.ogg", 0);
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break;
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case State::LOADING_COLOR:
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current_border_type_ = Border::YELLOW_AND_BLUE;
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// Reproducir sonido de carga en color
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Audio::get()->playMusic("loading_sound3.ogg");
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Audio::get()->playMusic("loading_screen_color.ogg", 0);
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break;
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case State::COMPLETE:
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current_border_type_ = Border::WHITE;
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current_border_type_ = Border::BLACK;
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// Transicionar a la pantalla de título
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SceneManager::current = SceneManager::Scene::TITLE;
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SceneManager::options = SceneManager::Options::TITLE_WITH_LOADING_SCREEN;
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@@ -409,6 +411,9 @@ void LoadingScreen::renderBorder() {
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case Border::WHITE:
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renderColoredBorder(PaletteColor::WHITE);
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break;
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case Border::BLACK:
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renderColoredBorder(PaletteColor::BLACK);
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break;
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case Border::RED:
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renderColoredBorder(PaletteColor::RED);
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break;
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@@ -455,7 +460,7 @@ void LoadingScreen::updateSilent(float delta_time) {
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// Oscilación compuesta para simular picos de ruido
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const float modulation = std::sin(noise_.total_time * 4.2F) * std::sin(noise_.total_time * 1.7F + 0.5F);
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noise_.value = std::fabs(modulation); // rango [0.0, 1.0]
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noise_.value = std::fabs(modulation); // rango [0.0, 1.0]
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// Detecta cruce de umbral solo si venía de abajo
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if (noise_.value > NOISE_THRESHOLD && !noise_.crossed) {
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