step B.1: fades de ModuleGame tick-based amb scenes::PaletteFade (fases FadingIn/FadingOut sense redibuixar, per no perdre el frame final)

This commit is contained in:
2026-04-16 10:27:04 +02:00
parent f9346add79
commit 4e18f83ec5
3 changed files with 284 additions and 218 deletions

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@@ -1,165 +1,204 @@
#include "game/modulegame.hpp"
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jfile.hpp"
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
ModuleGame::ModuleGame() {
this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif");
JG_SetUpdateTicks(10);
this->sam = new Prota(this->gfx);
this->mapa = new Mapa(this->gfx, this->sam);
this->marcador = new Marcador(this->gfx, this->sam);
if (info::ctx.num_piramide == 2) {
this->bola = new Bola(this->gfx, this->sam);
} else {
this->bola = NULL;
}
this->momies = NULL;
this->final = 0;
this->iniciarMomies();
}
ModuleGame::~ModuleGame(void) {
JD8_FadeOut();
if (this->bola != NULL) delete this->bola;
if (this->momies != NULL) {
this->momies->clear();
delete this->momies;
}
delete this->marcador;
delete this->mapa;
delete this->sam;
JD8_FreeSurface(this->gfx);
}
int ModuleGame::Go() {
this->Draw();
const char* music = info::ctx.num_piramide == 3 ? "00000008.ogg" : (info::ctx.num_piramide == 2 ? "00000007.ogg" : (info::ctx.num_piramide == 6 ? "00000002.ogg" : "00000006.ogg"));
const char* current_music = JA_GetMusicFilename();
if ((JA_GetMusicState() != JA_MUSIC_PLAYING) || !(strcmp(music, current_music) == 0)) {
auto buffer = file_readfile(music);
JA_PlayMusic(JA_LoadMusic(reinterpret_cast<Uint8*>(buffer.data()),
static_cast<Uint32>(buffer.size()), music));
}
JD8_FadeToPal(JD8_LoadPalette(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif"));
while (this->final == 0 && !JG_Quitting()) {
this->Draw();
this->Update();
}
// JS_FadeOutMusic();
if (this->final == 1) {
info::ctx.num_habitacio++;
if (info::ctx.num_habitacio == 6) {
info::ctx.num_habitacio = 1;
info::ctx.num_piramide++;
}
if (info::ctx.num_piramide == 6 && info::ctx.num_habitacio == 2) info::ctx.num_piramide++;
} else if (this->final == 2) {
info::ctx.num_piramide = 100;
}
if (JG_Quitting()) {
return -1;
} else {
if (info::ctx.num_habitacio == 1 || info::ctx.num_piramide == 100 || info::ctx.num_piramide == 7) {
return 1;
} else {
return 0;
}
}
}
void ModuleGame::Draw() {
this->mapa->draw();
this->marcador->draw();
this->sam->draw();
if (this->momies != NULL) this->momies->draw();
if (this->bola != NULL) this->bola->draw();
JD8_Flip();
}
void ModuleGame::Update() {
if (JG_ShouldUpdate()) {
JI_Update();
this->final = this->sam->update();
if (this->momies != NULL && this->momies->update()) {
Momia* seguent = this->momies->next;
delete this->momies;
this->momies = seguent;
info::ctx.momies--;
}
if (this->bola != NULL) this->bola->update();
this->mapa->update();
if (this->mapa->novaMomia()) {
if (this->momies != NULL) {
this->momies->insertar(new Momia(this->gfx, true, 0, 0, this->sam));
info::ctx.momies++;
} else {
this->momies = new Momia(this->gfx, true, 0, 0, this->sam);
info::ctx.momies++;
}
}
if (JI_CheatActivated("reviu")) info::ctx.vida = 5;
if (JI_CheatActivated("alone")) {
if (this->momies != NULL) {
this->momies->clear();
delete this->momies;
this->momies = NULL;
info::ctx.momies = 0;
}
}
if (JI_CheatActivated("obert")) {
for (int i = 0; i < 16; i++) {
this->mapa->tombes[i].costat[0] = true;
this->mapa->tombes[i].costat[1] = true;
this->mapa->tombes[i].costat[2] = true;
this->mapa->tombes[i].costat[3] = true;
this->mapa->comprovaCaixa(i);
}
}
if (JI_KeyPressed(SDL_SCANCODE_ESCAPE)) {
JG_QuitSignal();
}
}
}
void ModuleGame::iniciarMomies() {
if (info::ctx.num_habitacio == 1) {
info::ctx.momies = 1;
} else {
info::ctx.momies++;
}
if (info::ctx.num_piramide == 6) info::ctx.momies = 8;
int x = 20;
int y = 170;
bool dimonis = info::ctx.num_piramide == 6;
for (int i = 0; i < info::ctx.momies; i++) {
if (this->momies == NULL) {
this->momies = new Momia(this->gfx, dimonis, x, y, this->sam);
} else {
this->momies->insertar(new Momia(this->gfx, dimonis, x, y, this->sam));
}
x += 65;
if (x == 345) {
x = 20;
y -= 35;
}
}
}
#include "game/modulegame.hpp"
#include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jfile.hpp"
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
ModuleGame::ModuleGame() {
this->gfx = JD8_LoadSurface(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif");
JG_SetUpdateTicks(10);
this->sam = new Prota(this->gfx);
this->mapa = new Mapa(this->gfx, this->sam);
this->marcador = new Marcador(this->gfx, this->sam);
if (info::ctx.num_piramide == 2) {
this->bola = new Bola(this->gfx, this->sam);
} else {
this->bola = nullptr;
}
this->momies = nullptr;
this->iniciarMomies();
}
ModuleGame::~ModuleGame() {
if (this->bola != nullptr) delete this->bola;
if (this->momies != nullptr) {
this->momies->clear();
delete this->momies;
}
delete this->marcador;
delete this->mapa;
delete this->sam;
JD8_FreeSurface(this->gfx);
}
void ModuleGame::onEnter() {
// Primera Draw per omplir `screen` amb el contingut del gameplay
// abans que el fade-in arranque. Si no, les primeres iteracions del
// fade interpolarien cap a una paleta amb pantalla buida.
this->Draw();
const char* music = info::ctx.num_piramide == 3 ? "00000008.ogg"
: info::ctx.num_piramide == 2 ? "00000007.ogg"
: info::ctx.num_piramide == 6 ? "00000002.ogg"
: "00000006.ogg";
const char* current_music = JA_GetMusicFilename();
if ((JA_GetMusicState() != JA_MUSIC_PLAYING) || !current_music ||
strcmp(music, current_music) != 0) {
auto buffer = file_readfile(music);
JA_PlayMusic(JA_LoadMusic(reinterpret_cast<Uint8*>(buffer.data()),
static_cast<Uint32>(buffer.size()), music));
}
// Arranca el fade-in tick-based. El `PaletteFade` avança un pas (de
// 32) per cada tick; durant aquesta fase el gameplay no corre,
// només Draw+fade. Substituïx la crida bloquejant `JD8_FadeToPal`.
fade_.startFadeTo(JD8_LoadPalette(info::ctx.pepe_activat ? "frames2.gif" : "frames.gif"));
phase_ = Phase::FadingIn;
}
void ModuleGame::tick(int delta_ms) {
switch (phase_) {
case Phase::FadingIn:
// No redibuixem durant el fade: el `screen` ja va ser omplit
// per la Draw() d'onEnter. Només el JD8_Flip del caller muta
// pixel_data segons la paleta que avança pas a pas.
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Playing;
break;
case Phase::Playing:
this->Draw();
this->Update();
if (this->final_ != 0) {
this->applyFinalTransitions();
fade_.startFadeOut();
phase_ = Phase::FadingOut;
}
break;
case Phase::FadingOut:
// No redibuixem: el `screen` té l'últim frame pintat per la
// fase Playing (just abans que Update() setegés `final_`).
// El vell `JD8_FadeOut` feia exactament això — flips amb
// paleta fading però sense tocar el buffer. Redibuixar ací
// mostraria l'estat post-Update del sprite (p.ex. el prota
// "tornant" davant la porta després d'haver eixit).
fade_.tick(delta_ms);
if (fade_.done()) phase_ = Phase::Done;
break;
case Phase::Done:
break;
}
}
int ModuleGame::nextState() const {
if (JG_Quitting()) return -1;
if (info::ctx.num_habitacio == 1 ||
info::ctx.num_piramide == 100 ||
info::ctx.num_piramide == 7) {
return 1;
}
return 0;
}
void ModuleGame::applyFinalTransitions() {
if (this->final_ == 1) {
info::ctx.num_habitacio++;
if (info::ctx.num_habitacio == 6) {
info::ctx.num_habitacio = 1;
info::ctx.num_piramide++;
}
if (info::ctx.num_piramide == 6 && info::ctx.num_habitacio == 2) info::ctx.num_piramide++;
} else if (this->final_ == 2) {
info::ctx.num_piramide = 100;
}
}
void ModuleGame::Draw() {
// No crida JD8_Flip — el caller (mini-loop del fiber, o Director a
// Phase B.2) ho fa després de cada tick.
this->mapa->draw();
this->marcador->draw();
this->sam->draw();
if (this->momies != nullptr) this->momies->draw();
if (this->bola != nullptr) this->bola->draw();
}
void ModuleGame::Update() {
if (JG_ShouldUpdate()) {
JI_Update();
this->final_ = this->sam->update();
if (this->momies != nullptr && this->momies->update()) {
Momia* seguent = this->momies->next;
delete this->momies;
this->momies = seguent;
info::ctx.momies--;
}
if (this->bola != nullptr) this->bola->update();
this->mapa->update();
if (this->mapa->novaMomia()) {
if (this->momies != nullptr) {
this->momies->insertar(new Momia(this->gfx, true, 0, 0, this->sam));
info::ctx.momies++;
} else {
this->momies = new Momia(this->gfx, true, 0, 0, this->sam);
info::ctx.momies++;
}
}
if (JI_CheatActivated("reviu")) info::ctx.vida = 5;
if (JI_CheatActivated("alone")) {
if (this->momies != nullptr) {
this->momies->clear();
delete this->momies;
this->momies = nullptr;
info::ctx.momies = 0;
}
}
if (JI_CheatActivated("obert")) {
for (int i = 0; i < 16; i++) {
this->mapa->tombes[i].costat[0] = true;
this->mapa->tombes[i].costat[1] = true;
this->mapa->tombes[i].costat[2] = true;
this->mapa->tombes[i].costat[3] = true;
this->mapa->comprovaCaixa(i);
}
}
if (JI_KeyPressed(SDL_SCANCODE_ESCAPE)) {
JG_QuitSignal();
}
}
}
void ModuleGame::iniciarMomies() {
if (info::ctx.num_habitacio == 1) {
info::ctx.momies = 1;
} else {
info::ctx.momies++;
}
if (info::ctx.num_piramide == 6) info::ctx.momies = 8;
int x = 20;
int y = 170;
bool dimonis = info::ctx.num_piramide == 6;
for (int i = 0; i < info::ctx.momies; i++) {
if (this->momies == nullptr) {
this->momies = new Momia(this->gfx, dimonis, x, y, this->sam);
} else {
this->momies->insertar(new Momia(this->gfx, dimonis, x, y, this->sam));
}
x += 65;
if (x == 345) {
x = 20;
y -= 35;
}
}
}

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@@ -1,31 +1,60 @@
#pragma once
#include "game/bola.hpp"
#include "game/info.hpp"
#include "game/mapa.hpp"
#include "game/marcador.hpp"
#include "game/momia.hpp"
#include "game/prota.hpp"
class ModuleGame {
public:
ModuleGame();
~ModuleGame(void);
int Go();
private:
void Draw();
void Update();
void iniciarMomies();
Uint8 final;
JD8_Surface gfx;
Mapa* mapa;
Prota* sam;
Marcador* marcador;
Momia* momies;
Bola* bola;
};
#pragma once
#include "game/bola.hpp"
#include "game/info.hpp"
#include "game/mapa.hpp"
#include "game/marcador.hpp"
#include "game/momia.hpp"
#include "game/prota.hpp"
#include "scenes/palette_fade.hpp"
#include "scenes/scene.hpp"
// Escena de gameplay pur. Reemplaça el vell `Go()` bloquejant amb
// l'interfície `scenes::Scene` tick-based: `onEnter()` arranca la
// música i un fade-in, el `tick()` avança un frame (Draw + Update
// gated per JG_ShouldUpdate), i quan la partida acaba fa un fade-out
// abans de retornar el next state.
//
// Tres fases internes:
// 1. FadingIn — fade-in 32 passos mentre el render segueix viu.
// 2. Playing — gameplay normal; `final_` es setja quan el prota mor
// o canvia de sala. `Update()` només avança cada 10 ms
// via `JG_ShouldUpdate` (ticker fix del jail).
// 3. FadingOut — fade-out 32 passos mantenint l'últim frame visible
// (substituïx el `JD8_FadeOut` bloquejant que feia el
// destructor legacy).
class ModuleGame : public scenes::Scene {
public:
ModuleGame();
~ModuleGame() override;
void onEnter() override;
void tick(int delta_ms) override;
bool done() const override { return phase_ == Phase::Done; }
int nextState() const override;
private:
enum class Phase {
FadingIn,
Playing,
FadingOut,
Done,
};
void Draw(); // render a `screen`; no crida JD8_Flip (ho fa el caller)
void Update(); // gated per JG_ShouldUpdate
void iniciarMomies();
void applyFinalTransitions(); // muta info::ctx quan final_ passa a !=0
Phase phase_{Phase::FadingIn};
scenes::PaletteFade fade_;
Uint8 final_{0};
JD8_Surface gfx{nullptr};
Mapa* mapa{nullptr};
Prota* sam{nullptr};
Marcador* marcador{nullptr};
Momia* momies{nullptr};
Bola* bola{nullptr};
};