feat(game): skip de countdown amb JUMP/ATTACK quan numero <= 7

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JailDesigner committed 2026-05-08 22:20:39 +02:00
1 parent a717411edd
commit 486a440668
7 files changed
+123 -20

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@@ -51,6 +51,7 @@ namespace GameOverFsm {
if (n.contains("countdown_sound_key")) {
cfg.countdown_sound_key = n["countdown_sound_key"].get_value<std::string>();
}
cfg.skip_below_or_equal = readChildInt(n, "skip_below_or_equal", cfg.skip_below_or_equal);
}
Log::info("GameOverFsm", "timings carregats des de {} (continue hold {}ms, fade {}ms)", yaml_path, cfg.continue_text_hold_ms, cfg.fade_out_ms);
@@ -118,6 +119,20 @@ namespace GameOverFsm {
t.elapsed_ms = 0;
}
void skipToNextCountdown(State current, Transition& t, const Config& cfg) {
if (current != State::CONTINUE_PROMPT) { return; }
if (t.phase != 1) { return; }
const int START = std::max(0, cfg.continue_count_start);
const int STEP_COUNT = START + 1;
const int STEP_MS = std::max(1, cfg.continue_text_hold_ms / STEP_COUNT);
const int CONSUMED = t.elapsed_ms / STEP_MS;
const int CURRENT = std::clamp(START - CONSUMED, 0, START);
// No saltem si ja som al 0: el següent "número" és la transició
// a GAME_OVER, que `advance` ja gestiona quan el hold s'esgota.
if (CURRENT <= 0) { return; }
t.elapsed_ms = (CONSUMED + 1) * STEP_MS;
}
auto countdownSecondsRemaining(State current, const Transition& t, const Config& cfg) -> int {
if (current != State::CONTINUE_PROMPT) { return 0; }
if (t.phase != 1) { return 0; }