PROGRESO INTERMEDIO - Estructura base de Engine implementada: Nuevos archivos: - engine.h: Declaración completa de clase Engine con encapsulación - engine.cpp: Esqueleto de implementación con métodos stub - main_new.cpp: Nuevo main simplificado (15 líneas vs 580) Cambios en archivos existentes: - defines.h: Añadir enum ColorTheme (centralizar definiciones) - main.cpp: Eliminar enum ColorTheme duplicado Arquitectura Engine: - Encapsulación completa de variables globales (SDL, estado, timing, UI) - Métodos organizados por responsabilidad (public/private) - Eliminación de problemas de orden de declaración - Base sólida para futuras extensiones Estado: Compilación exitosa ✅ Pendiente: Migrar funcionalidad completa de métodos stub 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
599 lines
22 KiB
C++
599 lines
22 KiB
C++
#include <SDL3/SDL_error.h> // for SDL_GetError
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#include <SDL3/SDL_events.h> // for SDL_EventType, SDL_PollEvent, SDL_Event
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#include <SDL3/SDL_init.h> // for SDL_Init, SDL_Quit, SDL_INIT_VIDEO
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#include <SDL3/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5
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#include <SDL3/SDL_render.h> // for SDL_SetRenderDrawColor, SDL_CreateRend...
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#include <SDL3/SDL_stdinc.h> // for Uint64
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#include <SDL3/SDL_timer.h> // for SDL_GetTicks
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#include <SDL3/SDL_video.h> // for SDL_CreateWindow, SDL_DestroyWindow
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#include <array> // for array
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#include <cstdlib> // for rand, srand
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#include <ctime> // for time
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#include <iostream> // for basic_ostream, char_traits, operator<<
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#include <memory> // for unique_ptr, shared_ptr, make_shared
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#include <string> // for operator+, string, to_string
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#include <vector> // for vector
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#include "ball.h" // for Ball
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#include "defines.h" // for SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SIZE
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#include "external/dbgtxt.h" // for dbg_init, dbg_print
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#include "external/texture.h" // for Texture
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// Variables globales
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SDL_Window *window = nullptr;
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SDL_Renderer *renderer = nullptr;
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std::shared_ptr<Texture> texture = nullptr;
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std::vector<std::unique_ptr<Ball>> balls;
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std::array<int, 8> test = {1, 10, 100, 500, 1000, 10000, 50000, 100000};
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bool should_exit = false; // Controla si la aplicación debe cerrarse
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// ticks eliminado - reemplazado por delta time system
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int scenario = 0; // Escenario actual basado en el número de bolas
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std::string text; // Texto a mostrar en pantalla
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int text_pos = 0; // Posición del texto en la pantalla
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bool show_text = true; // Determina si el texto se debe mostrar
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Uint64 text_init_time = 0; // Temporizador para mostrar el texto
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// Variables para contador de FPS
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Uint64 fps_last_time = 0; // Último tiempo para cálculo de FPS
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int fps_frame_count = 0; // Contador de frames
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int fps_current = 0; // FPS actuales calculados
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std::string fps_text = "FPS: 0"; // Texto del contador de FPS
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// Variables para V-Sync
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bool vsync_enabled = true; // Estado inicial del V-Sync (activado por defecto)
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std::string vsync_text = "VSYNC ON"; // Texto del estado V-Sync
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// Variables para Delta Time
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Uint64 last_frame_time = 0; // Tiempo del último frame en milisegundos
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float delta_time = 0.0f; // Tiempo transcurrido desde el último frame en segundos
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// Variables para Debug Display
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bool show_debug = false; // Debug display desactivado por defecto
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// Variable para direcci\u00f3n de gravedad
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GravityDirection current_gravity = GravityDirection::DOWN; // Gravedad inicial hacia abajo
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// Sistema de temas de colores (enum movido a defines.h)
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ColorTheme current_theme = ColorTheme::SUNSET;
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std::string theme_names[] = {"SUNSET", "OCEAN", "NEON", "FOREST"};
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struct ThemeColors {
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// Colores de fondo (superior -> inferior)
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float bg_top_r, bg_top_g, bg_top_b;
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float bg_bottom_r, bg_bottom_g, bg_bottom_b;
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// Paletas de colores para bolas (RGB 0-255)
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int ball_colors[8][3]; // 8 colores por tema
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};
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ThemeColors themes[4] = {
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// SUNSET: Naranjas, rojos, amarillos, rosas
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{180.0f / 255.0f, 140.0f / 255.0f, 100.0f / 255.0f, // Fondo superior (naranja suave)
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40.0f / 255.0f,
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20.0f / 255.0f,
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60.0f / 255.0f, // Fondo inferior (púrpura oscuro)
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{{255, 140, 0}, {255, 69, 0}, {255, 215, 0}, {255, 20, 147}, {255, 99, 71}, {255, 165, 0}, {255, 192, 203}, {220, 20, 60}}},
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// OCEAN: Azules, cianes, verdes agua, blancos
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{100.0f / 255.0f, 150.0f / 255.0f, 200.0f / 255.0f, // Fondo superior (azul cielo)
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20.0f / 255.0f,
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40.0f / 255.0f,
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80.0f / 255.0f, // Fondo inferior (azul marino)
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{{0, 191, 255}, {0, 255, 255}, {32, 178, 170}, {176, 224, 230}, {70, 130, 180}, {0, 206, 209}, {240, 248, 255}, {64, 224, 208}}},
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// NEON: Cian, magenta, verde lima, amarillo vibrante
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{20.0f / 255.0f, 20.0f / 255.0f, 40.0f / 255.0f, // Fondo superior (negro azulado)
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0.0f / 255.0f,
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0.0f / 255.0f,
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0.0f / 255.0f, // Fondo inferior (negro)
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{{0, 255, 255}, {255, 0, 255}, {50, 205, 50}, {255, 255, 0}, {255, 20, 147}, {0, 255, 127}, {138, 43, 226}, {255, 69, 0}}},
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// FOREST: Verdes, marrones, amarillos otoño
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{144.0f / 255.0f, 238.0f / 255.0f, 144.0f / 255.0f, // Fondo superior (verde claro)
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101.0f / 255.0f,
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67.0f / 255.0f,
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33.0f / 255.0f, // Fondo inferior (marrón tierra)
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{{34, 139, 34}, {107, 142, 35}, {154, 205, 50}, {255, 215, 0}, {210, 180, 140}, {160, 82, 45}, {218, 165, 32}, {50, 205, 50}}}};
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// Variables para Batch Rendering
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std::vector<SDL_Vertex> batch_vertices;
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std::vector<int> batch_indices;
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// Función para renderizar fondo degradado
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void renderGradientBackground() {
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// Crear quad de pantalla completa con degradado
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SDL_Vertex bg_vertices[4];
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// Obtener colores del tema actual
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ThemeColors &theme = themes[static_cast<int>(current_theme)];
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float top_r = theme.bg_top_r;
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float top_g = theme.bg_top_g;
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float top_b = theme.bg_top_b;
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float bottom_r = theme.bg_bottom_r;
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float bottom_g = theme.bg_bottom_g;
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float bottom_b = theme.bg_bottom_b;
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// Vértice superior izquierdo
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bg_vertices[0].position = {0, 0};
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bg_vertices[0].tex_coord = {0.0f, 0.0f};
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bg_vertices[0].color = {top_r, top_g, top_b, 1.0f};
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// Vértice superior derecho
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bg_vertices[1].position = {SCREEN_WIDTH, 0};
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bg_vertices[1].tex_coord = {1.0f, 0.0f};
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bg_vertices[1].color = {top_r, top_g, top_b, 1.0f};
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// Vértice inferior derecho
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bg_vertices[2].position = {SCREEN_WIDTH, SCREEN_HEIGHT};
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bg_vertices[2].tex_coord = {1.0f, 1.0f};
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bg_vertices[2].color = {bottom_r, bottom_g, bottom_b, 1.0f};
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// Vértice inferior izquierdo
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bg_vertices[3].position = {0, SCREEN_HEIGHT};
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bg_vertices[3].tex_coord = {0.0f, 1.0f};
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bg_vertices[3].color = {bottom_r, bottom_g, bottom_b, 1.0f};
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// Índices para 2 triángulos
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int bg_indices[6] = {0, 1, 2, 2, 3, 0};
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// Renderizar sin textura (nullptr)
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SDL_RenderGeometry(renderer, nullptr, bg_vertices, 4, bg_indices, 6);
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}
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// Función para añadir un sprite al batch
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void addSpriteToBatch(float x, float y, float w, float h, Uint8 r, Uint8 g, Uint8 b) {
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int vertex_index = static_cast<int>(batch_vertices.size());
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// Crear 4 vértices para el quad (2 triángulos)
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SDL_Vertex vertices[4];
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// Convertir colores de Uint8 (0-255) a float (0.0-1.0)
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float rf = r / 255.0f;
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float gf = g / 255.0f;
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float bf = b / 255.0f;
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// Vértice superior izquierdo
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vertices[0].position = {x, y};
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vertices[0].tex_coord = {0.0f, 0.0f};
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vertices[0].color = {rf, gf, bf, 1.0f};
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// Vértice superior derecho
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vertices[1].position = {x + w, y};
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vertices[1].tex_coord = {1.0f, 0.0f};
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vertices[1].color = {rf, gf, bf, 1.0f};
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// Vértice inferior derecho
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vertices[2].position = {x + w, y + h};
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vertices[2].tex_coord = {1.0f, 1.0f};
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vertices[2].color = {rf, gf, bf, 1.0f};
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// Vértice inferior izquierdo
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vertices[3].position = {x, y + h};
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vertices[3].tex_coord = {0.0f, 1.0f};
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vertices[3].color = {rf, gf, bf, 1.0f};
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// Añadir vértices al batch
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for (int i = 0; i < 4; i++) {
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batch_vertices.push_back(vertices[i]);
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}
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// Añadir índices para 2 triángulos (6 índices por sprite)
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// Triángulo 1: 0,1,2
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batch_indices.push_back(vertex_index + 0);
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batch_indices.push_back(vertex_index + 1);
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batch_indices.push_back(vertex_index + 2);
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// Triángulo 2: 2,3,0
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batch_indices.push_back(vertex_index + 2);
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batch_indices.push_back(vertex_index + 3);
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batch_indices.push_back(vertex_index + 0);
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}
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// Establece el texto en pantalla mostrando el número de bolas actuales
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void setText() {
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const std::string TEXT_NUMBER = test[scenario] == 1 ? " PELOTA" : " PELOTAS";
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text = std::to_string(test[scenario]) + TEXT_NUMBER;
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const int TEXT_SIZE = static_cast<int>(text.size() * 8);
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text_pos = SCREEN_WIDTH / 2 - TEXT_SIZE / 2;
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text_init_time = SDL_GetTicks();
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show_text = true;
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}
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// Inicializa las bolas según el escenario seleccionado
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void initBalls(int value) {
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balls.clear();
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// Resetear gravedad al estado por defecto (DOWN) al cambiar escenario
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current_gravity = GravityDirection::DOWN;
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for (int i = 0; i < test.at(value); ++i) {
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const int SIGN = ((rand() % 2) * 2) - 1; // Genera un signo aleatorio (+ o -)
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const float X = (rand() % (SCREEN_WIDTH / 2)) + (SCREEN_WIDTH / 4); // Posición inicial en X
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const float VX = (((rand() % 20) + 10) * 0.1f) * SIGN; // Velocidad en X
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const float VY = ((rand() % 60) - 30) * 0.1f; // Velocidad en Y
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// Seleccionar color de la paleta del tema actual
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ThemeColors &theme = themes[static_cast<int>(current_theme)];
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int color_index = rand() % 8; // 8 colores por tema
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const Color COLOR = {theme.ball_colors[color_index][0],
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theme.ball_colors[color_index][1],
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theme.ball_colors[color_index][2]};
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balls.emplace_back(std::make_unique<Ball>(X, VX, VY, COLOR, texture, current_gravity));
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}
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setText(); // Actualiza el texto
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}
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// Aumenta la velocidad vertical de las bolas "hacia arriba"
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void pushUpBalls() {
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for (auto &ball : balls) {
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const int SIGNO = ((rand() % 2) * 2) - 1;
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const float VX = (((rand() % 20) + 10) * 0.1f) * SIGNO;
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const float VY = ((rand() % 40) * 0.1f) + 5;
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ball->modVel(VX, -VY); // Modifica la velocidad de la bola
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}
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}
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// Cambia la gravedad de todas las bolas
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void switchBallsGravity() {
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for (auto &ball : balls) {
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ball->switchGravity();
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}
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}
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// Cambia la direcci\u00f3n de gravedad de todas las bolas
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void changeGravityDirection(GravityDirection new_direction) {
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current_gravity = new_direction;
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for (auto &ball : balls) {
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ball->setGravityDirection(new_direction);
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}
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}
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// Convierte dirección de gravedad a texto para debug
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std::string gravityDirectionToString(GravityDirection direction) {
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switch (direction) {
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case GravityDirection::DOWN: return "DOWN";
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case GravityDirection::UP: return "UP";
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case GravityDirection::LEFT: return "LEFT";
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case GravityDirection::RIGHT: return "RIGHT";
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default: return "UNKNOWN";
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}
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}
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// Alterna el estado del V-Sync
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void toggleVSync() {
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vsync_enabled = !vsync_enabled;
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vsync_text = vsync_enabled ? "VSYNC ON" : "VSYNC OFF";
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// Aplicar el cambio de V-Sync al renderizador
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SDL_SetRenderVSync(renderer, vsync_enabled ? 1 : 0);
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}
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// Calcula el delta time entre frames
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void calculateDeltaTime() {
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Uint64 current_time = SDL_GetTicks();
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// En el primer frame, inicializar el tiempo anterior
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if (last_frame_time == 0) {
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last_frame_time = current_time;
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delta_time = 1.0f / 60.0f; // Asumir 60 FPS para el primer frame
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return;
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}
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// Calcular delta time en segundos
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delta_time = (current_time - last_frame_time) / 1000.0f;
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last_frame_time = current_time;
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// Limitar delta time para evitar saltos grandes (pausa larga, depuración, etc.)
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if (delta_time > 0.05f) // Máximo 50ms (20 FPS mínimo)
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{
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delta_time = 1.0f / 60.0f; // Usar 60 FPS como fallback
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}
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}
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// Inicializa SDL y configura los componentes principales
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bool init() {
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bool success = true;
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// Inicializa SDL
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cout << "¡SDL no se pudo inicializar! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Crear ventana principal
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window = SDL_CreateWindow(WINDOW_CAPTION, SCREEN_WIDTH * WINDOW_SIZE, SCREEN_HEIGHT * WINDOW_SIZE, SDL_WINDOW_OPENGL);
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if (window == nullptr) {
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std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Crear renderizador
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renderer = SDL_CreateRenderer(window, nullptr);
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if (renderer == nullptr) {
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std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
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success = false;
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} else {
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// Establecer color inicial del renderizador
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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// Establecer tamaño lógico para el renderizado
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SDL_SetRenderLogicalPresentation(renderer, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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// Configurar V-Sync inicial
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SDL_SetRenderVSync(renderer, vsync_enabled ? 1 : 0);
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}
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}
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}
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// Inicializar otros componentes
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texture = std::make_shared<Texture>(renderer, "data/ball.png");
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// ticks eliminado - delta time system se inicializa automáticamente
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srand(static_cast<unsigned>(time(nullptr)));
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dbg_init(renderer);
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initBalls(scenario);
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return success;
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}
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// Limpia todos los recursos y cierra SDL
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void close() {
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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// Verifica los eventos en la cola
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void checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event) != 0) {
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// Evento de salida
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if (event.type == SDL_EVENT_QUIT) {
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should_exit = true;
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break;
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}
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// Procesar eventos de teclado
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0) {
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switch (event.key.key) {
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case SDLK_ESCAPE:
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should_exit = true;
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break;
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case SDLK_SPACE:
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pushUpBalls();
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break;
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case SDLK_G:
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switchBallsGravity();
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break;
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// Controles de direcci\u00f3n de gravedad con teclas de cursor
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case SDLK_UP:
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changeGravityDirection(GravityDirection::UP);
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break;
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case SDLK_DOWN:
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changeGravityDirection(GravityDirection::DOWN);
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break;
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case SDLK_LEFT:
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changeGravityDirection(GravityDirection::LEFT);
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break;
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case SDLK_RIGHT:
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changeGravityDirection(GravityDirection::RIGHT);
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break;
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case SDLK_V:
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toggleVSync();
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break;
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case SDLK_H:
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show_debug = !show_debug;
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break;
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case SDLK_T:
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// Ciclar al siguiente tema
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current_theme = static_cast<ColorTheme>((static_cast<int>(current_theme) + 1) % 4);
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initBalls(scenario); // Regenerar bolas con nueva paleta
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break;
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case SDLK_F1:
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current_theme = ColorTheme::SUNSET;
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initBalls(scenario);
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break;
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case SDLK_F2:
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current_theme = ColorTheme::OCEAN;
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initBalls(scenario);
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break;
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case SDLK_F3:
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current_theme = ColorTheme::NEON;
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initBalls(scenario);
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break;
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case SDLK_F4:
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current_theme = ColorTheme::FOREST;
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initBalls(scenario);
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break;
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case SDLK_1:
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scenario = 0;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_2:
|
|
scenario = 1;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_3:
|
|
scenario = 2;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_4:
|
|
scenario = 3;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_5:
|
|
scenario = 4;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_6:
|
|
scenario = 5;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_7:
|
|
scenario = 6;
|
|
initBalls(scenario);
|
|
break;
|
|
|
|
case SDLK_8:
|
|
scenario = 7;
|
|
initBalls(scenario);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Actualiza la lógica del juego
|
|
void update() {
|
|
// Calcular FPS
|
|
fps_frame_count++;
|
|
Uint64 current_time = SDL_GetTicks();
|
|
if (current_time - fps_last_time >= 1000) // Actualizar cada segundo
|
|
{
|
|
fps_current = fps_frame_count;
|
|
fps_frame_count = 0;
|
|
fps_last_time = current_time;
|
|
fps_text = "FPS: " + std::to_string(fps_current);
|
|
}
|
|
|
|
// ¡DELTA TIME! Actualizar física siempre, usando tiempo transcurrido
|
|
for (auto &ball : balls) {
|
|
ball->update(delta_time); // Pasar delta time a cada pelota
|
|
}
|
|
|
|
// Actualizar texto (sin cambios en la lógica)
|
|
if (show_text) {
|
|
show_text = !(SDL_GetTicks() - text_init_time > TEXT_DURATION);
|
|
}
|
|
}
|
|
|
|
// Renderiza el contenido en la pantalla
|
|
void render() {
|
|
// Renderizar fondo degradado en lugar de color sólido
|
|
renderGradientBackground();
|
|
|
|
// Limpiar batches del frame anterior
|
|
batch_vertices.clear();
|
|
batch_indices.clear();
|
|
|
|
// Recopilar datos de todas las bolas para batch rendering
|
|
for (auto &ball : balls) {
|
|
// En lugar de ball->render(), obtener datos para batch
|
|
SDL_FRect pos = ball->getPosition();
|
|
Color color = ball->getColor();
|
|
addSpriteToBatch(pos.x, pos.y, pos.w, pos.h, color.r, color.g, color.b);
|
|
}
|
|
|
|
// Renderizar todas las bolas en una sola llamada
|
|
if (!batch_vertices.empty()) {
|
|
SDL_RenderGeometry(renderer, texture->getSDLTexture(), batch_vertices.data(), static_cast<int>(batch_vertices.size()), batch_indices.data(), static_cast<int>(batch_indices.size()));
|
|
}
|
|
|
|
if (show_text) {
|
|
dbg_print(text_pos, 8, text.c_str(), 255, 255, 255);
|
|
|
|
// Mostrar nombre del tema en castellano debajo del número de pelotas
|
|
std::string theme_names_es[] = {"ATARDECER", "OCEANO", "NEON", "BOSQUE"};
|
|
std::string theme_name = theme_names_es[static_cast<int>(current_theme)];
|
|
int theme_text_width = static_cast<int>(theme_name.length() * 8); // 8 píxeles por carácter
|
|
int theme_x = (SCREEN_WIDTH - theme_text_width) / 2; // Centrar horizontalmente
|
|
|
|
// Colores acordes a cada tema
|
|
int theme_colors[][3] = {
|
|
{255, 140, 60}, // ATARDECER: Naranja cálido
|
|
{80, 200, 255}, // OCEANO: Azul océano
|
|
{255, 60, 255}, // NEON: Magenta brillante
|
|
{100, 255, 100} // BOSQUE: Verde natural
|
|
};
|
|
int theme_idx = static_cast<int>(current_theme);
|
|
dbg_print(theme_x, 24, theme_name.c_str(), theme_colors[theme_idx][0], theme_colors[theme_idx][1], theme_colors[theme_idx][2]);
|
|
}
|
|
|
|
// Debug display (solo si está activado con tecla H)
|
|
if (show_debug) {
|
|
// Mostrar contador de FPS en esquina superior derecha
|
|
int fps_text_width = static_cast<int>(fps_text.length() * 8); // 8 píxeles por carácter
|
|
int fps_x = SCREEN_WIDTH - fps_text_width - 8; // 8 píxeles de margen
|
|
dbg_print(fps_x, 8, fps_text.c_str(), 255, 255, 0); // Amarillo para distinguir
|
|
|
|
// Mostrar estado V-Sync en esquina superior izquierda
|
|
dbg_print(8, 8, vsync_text.c_str(), 0, 255, 255); // Cian para distinguir
|
|
|
|
// Debug: Mostrar valores de la primera pelota (si existe)
|
|
if (!balls.empty()) {
|
|
// Línea 1: Gravedad (solo números enteros)
|
|
int grav_int = static_cast<int>(balls[0]->getGravityForce());
|
|
std::string grav_text = "GRAV " + std::to_string(grav_int);
|
|
dbg_print(8, 24, grav_text.c_str(), 255, 0, 255); // Magenta para debug
|
|
|
|
// Línea 2: Velocidad Y (solo números enteros)
|
|
int vy_int = static_cast<int>(balls[0]->getVelocityY());
|
|
std::string vy_text = "VY " + std::to_string(vy_int);
|
|
dbg_print(8, 32, vy_text.c_str(), 255, 0, 255); // Magenta para debug
|
|
|
|
// Línea 3: Estado superficie
|
|
std::string surface_text = balls[0]->isOnSurface() ? "SURFACE YES" : "SURFACE NO";
|
|
dbg_print(8, 40, surface_text.c_str(), 255, 0, 255); // Magenta para debug
|
|
|
|
// Línea 4: Coeficiente de rebote (loss)
|
|
float loss_val = balls[0]->getLossCoefficient();
|
|
std::string loss_text = "LOSS " + std::to_string(loss_val).substr(0, 4); // Solo 2 decimales
|
|
dbg_print(8, 48, loss_text.c_str(), 255, 0, 255); // Magenta para debug
|
|
|
|
// Línea 5: Dirección de gravedad
|
|
std::string gravity_dir_text = "GRAVITY " + gravityDirectionToString(current_gravity);
|
|
dbg_print(8, 56, gravity_dir_text.c_str(), 255, 255, 0); // Amarillo para dirección
|
|
}
|
|
|
|
// Debug: Mostrar tema actual
|
|
std::string theme_names[] = {"SUNSET", "OCEAN", "NEON", "FOREST"};
|
|
std::string theme_text = "THEME " + theme_names[static_cast<int>(current_theme)];
|
|
dbg_print(8, 64, theme_text.c_str(), 255, 255, 128); // Amarillo claro para tema
|
|
}
|
|
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
|
|
// Función principal
|
|
int main(int argc, char *args[]) {
|
|
if (!init()) {
|
|
std::cout << "Ocurrió un error durante la inicialización." << std::endl;
|
|
return 1;
|
|
}
|
|
|
|
while (!should_exit) {
|
|
// 1. Calcular delta time antes de actualizar la lógica
|
|
calculateDeltaTime();
|
|
|
|
// 2. Actualizar lógica del juego con delta time
|
|
update();
|
|
|
|
// 3. Procesar eventos de entrada
|
|
checkEvents();
|
|
|
|
// 4. Renderizar la escena
|
|
render();
|
|
}
|
|
|
|
close();
|
|
|
|
return 0;
|
|
}
|