diff --git a/source/game/modulegame.cpp b/source/game/modulegame.cpp index a7ef235..a706275 100644 --- a/source/game/modulegame.cpp +++ b/source/game/modulegame.cpp @@ -8,28 +8,28 @@ #include "core/jail/jinput.hpp" ModuleGame::ModuleGame() { - this->gfx = Jd8::loadSurface(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif"); + this->gfx_ = Jd8::loadSurface(info::ctx.pepe_activat ? "gfx/frames2.gif" : "gfx/frames.gif"); JG_SetUpdateTicks(10); - this->sam = std::make_unique(this->gfx); - this->mapa = std::make_unique(this->gfx, this->sam.get()); - this->marcador = std::make_unique(this->gfx, this->sam.get()); + this->sam_ = std::make_unique(this->gfx_); + this->mapa_ = std::make_unique(this->gfx_, this->sam_.get()); + this->marcador_ = std::make_unique(this->gfx_, this->sam_.get()); if (info::ctx.num_piramide == 2) { - this->bola = std::make_unique(this->gfx, this->sam.get()); + this->bola_ = std::make_unique(this->gfx_, this->sam_.get()); } this->iniciarMomies(); } ModuleGame::~ModuleGame() { - Jd8::freeSurface(this->gfx); + 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(); + this->draw(); // Audio::playMusic ja és idempotent: si la pista actual coincideix amb la // demanada, no fa res. Per això podem cridar-lo cada onEnter sense @@ -48,32 +48,32 @@ void ModuleGame::onEnter() { // 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 ? "gfx/frames2.gif" : "gfx/frames.gif")); - phase_ = Phase::FadingIn; + phase_ = Phase::FADING_IN; } void ModuleGame::tick(int delta_ms) { switch (phase_) { - case Phase::FadingIn: + case Phase::FADING_IN: // 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; + phase_ = Phase::PLAYING; } break; - case Phase::Playing: - this->Draw(); - this->Update(); + case Phase::PLAYING: + this->draw(); + this->update(); if (this->final_ != 0) { this->applyFinalTransitions(); fade_.startFadeOut(); - phase_ = Phase::FadingOut; + phase_ = Phase::FADING_OUT; } break; - case Phase::FadingOut: + case Phase::FADING_OUT: // 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 @@ -82,11 +82,11 @@ void ModuleGame::tick(int delta_ms) { // "tornant" davant la porta després d'haver eixit). fade_.tick(delta_ms); if (fade_.done()) { - phase_ = Phase::Done; + phase_ = Phase::DONE; } break; - case Phase::Done: + case Phase::DONE: break; } } @@ -118,33 +118,33 @@ void ModuleGame::applyFinalTransitions() const { } } -void ModuleGame::Draw() { +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(); - for (auto& m : this->momies) { + this->mapa_->draw(); + this->marcador_->draw(); + this->sam_->draw(); + for (auto& m : this->momies_) { m->draw(); } - if (this->bola) { - this->bola->draw(); + if (this->bola_) { + this->bola_->draw(); } } -void ModuleGame::Update() { +void ModuleGame::update() { if (JG_ShouldUpdate()) { JI_Update(); - this->final_ = this->sam->update(); - const auto erased = std::erase_if(this->momies, [](auto& m) { return m->update(); }); + this->final_ = this->sam_->update(); + const auto erased = std::erase_if(this->momies_, [](auto& m) { return m->update(); }); info::ctx.momies -= static_cast(erased); - if (this->bola) { - this->bola->update(); + if (this->bola_) { + this->bola_->update(); } - this->mapa->update(); - if (this->mapa->novaMomia()) { - this->momies.emplace_back(std::make_unique(this->gfx, true, 0, 0, this->sam.get())); + this->mapa_->update(); + if (this->mapa_->novaMomia()) { + this->momies_.emplace_back(std::make_unique(this->gfx_, true, 0, 0, this->sam_.get())); info::ctx.momies++; } @@ -152,16 +152,16 @@ void ModuleGame::Update() { info::ctx.vida = 5; } if (JI_CheatActivated("alone")) { - this->momies.clear(); + this->momies_.clear(); 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); + 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); } } @@ -185,7 +185,7 @@ void ModuleGame::iniciarMomies() { int y = 170; bool dimonis = info::ctx.num_piramide == 6; for (int i = 0; i < info::ctx.momies; i++) { - this->momies.emplace_back(std::make_unique(this->gfx, dimonis, x, y, this->sam.get())); + this->momies_.emplace_back(std::make_unique(this->gfx_, dimonis, x, y, this->sam_.get())); x += 65; if (x == 345) { x = 20; diff --git a/source/game/modulegame.hpp b/source/game/modulegame.hpp index 3ed6b88..7502311 100644 --- a/source/game/modulegame.hpp +++ b/source/game/modulegame.hpp @@ -20,11 +20,11 @@ // abans de retornar el next state. // // Tres fases internes: -// 1. FadingIn — fade-in 32 passos mentre el render segueix viu. +// 1. FADING_IN — 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 +// 3. FADING_OUT — fade-out 32 passos mantenint l'últim frame visible // (substituïx el `JD8_FadeOut` bloquejant que feia el // destructor legacy). class ModuleGame : public scenes::Scene { @@ -39,31 +39,31 @@ class ModuleGame : public scenes::Scene { void onEnter() override; void tick(int delta_ms) override; - [[nodiscard]] auto done() const -> bool override { return phase_ == Phase::Done; } + [[nodiscard]] auto done() const -> bool override { return phase_ == Phase::DONE; } [[nodiscard]] auto nextState() const -> int override; private: enum class Phase : std::uint8_t { - FadingIn, - Playing, - FadingOut, - Done, + FADING_IN, + PLAYING, + FADING_OUT, + DONE, }; - void Draw(); // render a `screen`; no crida Jd8::flip (ho fa el caller) - void Update(); // gated per JG_ShouldUpdate + void draw(); // render a `screen`; no crida Jd8::flip (ho fa el caller) + void update(); // gated per JG_ShouldUpdate void iniciarMomies(); void applyFinalTransitions() const; // muta info::ctx quan final_ passa a !=0 - Phase phase_{Phase::FadingIn}; + Phase phase_{Phase::FADING_IN}; scenes::PaletteFade fade_; Uint8 final_{0}; - Jd8::Surface gfx{nullptr}; + Jd8::Surface gfx_{nullptr}; - std::unique_ptr mapa; - std::unique_ptr sam; - std::unique_ptr marcador; - std::vector> momies; - std::unique_ptr bola; + std::unique_ptr mapa_; + std::unique_ptr sam_; + std::unique_ptr marcador_; + std::vector> momies_; + std::unique_ptr bola_; };